The randomizer gave me an interesting, meaty game to start out with. FoPPSA, as I’m going to call it because I can’t resist a silly acronym, is apparently a sequel to a previous game, though it doesn’t advert to this and I haven’t played it, which may account for some of the feeling of confusion I felt for much of the playing time, though certainly not all.
I’m having a hard time figuring out how to organize this review, so let’s go with a good old tripartite structure, plus a summing-up.
1. Plodding literalism
Viewed strictly as a parser puzzle game, FoPPSA has some early high points. I found the opening enticingly odd, and the first set of tasks, while sometimes feeling arbitrary and lacking conventional logic, were motivated and fairly clued (the first significant puzzle, a minotaur-and-maze jobby, prompted a fun “aha” moment once I figured out the trick).
Once the second set of tasks opens up, however, I often found myself flailing, both to identify what I should be working on, and how to accomplish my goals. There were some guess-the-verb issues (Spoiler - click to show)(making the Molotov cocktail was probably the worst offender here), incomprehensible dialogue referencing events for which I had no context, and puzzles that didn’t seem like they’d have any connections to my goals (Spoiler - click to show)(I’m thinking most immediately of the bit where you have to skin-dive into a shipwreck at the bottom of Tokyo Bay in order to obtain some plane tickets). I mostly typed in the walkthrough for the second half of the game. Beta testers aren’t listed in the ABOUT text, so in this frame I’m tempted to think the author ran out of time and didn’t have outside eyes helping to figure out where to focus their work.
2. Anime club in the basement
After I finished playing and I was making my first attempt to figure out how I felt about FoPPSA, I thought first of all about anime club.
See, when I was in college, I had a girlfriend who was big into anime (I was not). This was in the late 90’s, so rather than that meaning she had a subscription to a bunch of specialty streaming services, this meant that once a week she liked to go to the school’s anime club, which met in a basement to watch inconsistently-subtitled (or, God help us, over-earnestly overdubbed) episodes of two or three series which they ran through concurrently. Every once in a while I would go along with her, but without seeing most of the shows from the beginning, to this day I unfairly associate anime with the experience of squinting nearsightedly at blurry text (again, this was the 90s, we had CRTs) while attempting to figure out why Japanese teenagers were yelling at each other while obliquely referencing grievances and events that I’d missed by coming in late.
You see where I’m going with this.
And I don’t say that intending to be unkind! Just that in that first assessment, I thought part of what FoPPSA was doing was genre emulation of a genre with which I don’t easily get along, and which often can be intentionally alienating. Some of the tropes were fun – – but the overall structure isn’t one that’s trying to provide easy answers.
3. Bertolt Brecht
OK, here’s why I used the past tense in the paragraph above. As I was going to sleep after playing FoPPSA, one detail suddenly jumped out at me – oh, and I can’t really say what it was without a spoiler. Actually:
(Spoiler - click to show)So the detail is that the floating casino that hosts the game’s climax is called the “Mahagonny”. One might be forgiven for thinking that’s a misspelling of a type of wood, but I think it’s actually a reference to a Bertolt Brecht opera (I haven’t seen it, but that same ex-girlfriend was also interested in opera and once described the plot to me). And once I realized that, I thought to myself, hang on, the author isn’t (just) doing anime, they’re doing Brecht.
I am not anything resembling a theater scholar by any means, so most of what I say here is probably wrong. But my understanding of Brecht is that he was a devout Communist and critic of capitalist society who developed a theater focused on an ethic of estrangement that interrogates the role and complicity of the audience in what they’re watching. And it sure seems like there’s a lot in FoPPSA to support a Brechtian reading!
The slow ascent up the apartment-tower of privilege, for example, with the player becoming further compromised with each step they take, is a relatively straightforward critique of capitalism (I found the dialogue options here a little wonky, but I believe it’s possible to end the game after getting each apartment if you say you’re content with it – it’s just that you get a “bad ending” so you’re pushed to try for the next). And speaking of allegories of capitalism, the horrifying fish-canning factory is if anything a bit too on the nose. Plus the dialogue with and about the trio of dudebros has a lot of references to revolutionary theory and practice.
Beyond the focus on class, there are also parts of the game that might be intentionally estranging. The host of Japanese words, likely unfamiliar to most Western players, put a layer of effort between the player and the game. There are interspersed quotations, I think mostly from the Brothers Grimm, that unsettle the narrative. There are several random sections where you just need to keep trying the same things over and over until you happen to get lucky. One might even view some of the fiddliness of the parser and puzzles as attempts by the author to engage the player-as-audience in a Brechtian sort of way!
4. Summing up
I mean, if you read the giant spoiler-block above you know that I can’t really pretend to sum this up. There’s a lot going on in this one, with some real intelligence behind the game, but also some messiness, bugs and flaws. I’ll need to go back once the comp ends, including playing the prequel, and see if I can get any further. I also hope there’s a post-comp release, because I think some clean-up would help delineate which bits of oddness are intentional, and which are bugs. In any event, FoPPSA was an intriguing start to the Comp for me!
(I’ll wrap up with a small bit of service-reviewing: there were two significant bugs I ran into that even the most devout Brechtian wouldn’t include on purpose: while trying to solve a disambiguation issue, I tried to drop one of the items and got a “fatal error: Out-of-bounds memory access” crash (this terminates the transcript, since I didn’t remember to start a new one when I re-opened the game); the game also didn’t end for me after I performed what I’m pretty sure (from the walkthrough) should have been the last few moves. (Spoiler - click to show)This means that my antagonist/rival/romantic interest was left forever bleeding out, gasping out the same final bit of dialogue, no matter how many turns I waited or tried to keep talking to her.) I believe these may have been fixed in a mid-Comp update, though).
I try not to bang on about my own entry in the Comp in these reviews, but for y’all who haven’t played it, it’s an Ancient Greek mystery-cult initiation as told by P.G. Wodehouse. I share this because I’m excited that I’m not the only one offering a bizarre British-literature mashup, and in sheer creativity, I’m quite sure “late-Victorian geometry satire meets steampunk browser game” beats me hands down.
For all the potential outlandishness of the setup, though, Flattened London goes down easy. I’m only dimly familiar with the inspirations (I read Flatland maybe 20 years ago, and have maybe played two or three hours apiece of Fallen London and Sunless Seas before bouncing off them), but the author doesn’t assume too much advance knowledge, providing enough context to make the player feel sure-footed, without overloading things with too much lore or too many exposition dumps. There are certainly lots of things that didn’t make a lot of sense to me, but I suspect most of those were places where ambiguity and mystery were intentional, and I generally had a solid enough understanding of how things behaved to be able to move forward.
The structure here is interesting. There’s a clear main plot – the player character (a triangle) is tasked by one of the eldritch overlords of the post-lapsarian city with tracking down a forbidden treatise adverting to the existence of a heretical third-dimension, and once obtained, there are a number of different things you can do to dispose of it. But if you just stick to that, you’d maybe see only a third of the game – perhaps I just got lucky with where I chose to start exploring the fairly-large game map, but I resolved the plot and got a perfectly satisfying ending in about 45 minutes.
Below (can we say “below”?) this more modern, story-driven structure, though, is a Zork-style treasure hunt. You have a 13-slot trophy case in your apartment, you see, and as you explore the world, poke into ancient mysteries, and solve various side-puzzles, you accumulate various valuables that can be deposited back home. It’s hopefully not a spoiler to share that something fun happens if you find all of them, and I found tracking them down sufficiently engaging that I kept playing until I’d caught them all (in a bit under two hours, for those who might be intimidated by the “longer than two hours” estimate on the blurb).
There are two reasons this way of doing things works well for Flattened London, I think. First, exploration is rewarding in its own right – there are lots of places to poke into, secret histories alluded to, endless libraries to get lost in, and even a whole (Spoiler - click to show)parallel dimension to discover. The writing here is never as rich and allusive as what I’ve seen in the Failbetter games, sounding a bit more prosaic than the antediluvian ruins and dimension-hopping monsters on offer might seem to merit – and I’m not sure it does as much as it could with the Flatland part of the premise – but there are definitely moments that are enticingly weird (I’m thinking especially of the (Spoiler - click to show)bit with the pail), and the clean prose keeps the focus on the puzzles, which are the other reason the structure worked for me: there are a lot of them, but I found all the puzzles pretty easy.
Most involve a pretty direct application of a single inventory item, with generous clueing, and even the slightly more involved ones don’t give much trouble (there is a maze, but it’s pretty easy to map using the old drop-your-inventory-to-mark-where-you’ve-been method, and you don’t even need to do that since there’s a clue found elsewhere that enables you to run straight through it). There’s a game of Mastermind, but I think you’ve got infinite time to solve it so that’s no big deal. There was one puzzle that I’m still not quite sure how I solved (Spoiler - click to show)(getting the treasure on the shelf in the elevator shaft – after I made it through maze, suddenly this was accessible on the way back, but I’m not sure what I’d done to open that up. I also might have sort of broken it, though, since I’d realized that while you can’t take the object on the shelf as you’re whizzing by, you can take the shelf itself, which I’m pretty sure isn’t intended). But overall the game plays as a romp, as you wander around a large map plowing up treasures and secrets practically every five minutes.
I’m not sure how long Flattened London will stick with me – that’s the down side (argh, “down”, I did it again) of being so easygoing – but there’s a lot to be said for just rewarding the player! This is probably some of the purest fun I’ve had so far in the Comp.
I am not convinced this is not a joke.
Fight Forever is a maximalist MMA simulator, and it leans hard into every dudebro cliché you can imagine. You play an up-and-coming fighter, who gets to pick a name, a mentor, and a style, from a dozen or so options for each (I opted to name my – I think guy? – Frankie, hoping that I’d eventually be able to take a trip to Hollywood. No dice, but pre-fight my trainer did tell me to “Relax”, so I got my win after all). The heart of the gameplay is preparing for, then engaging in, a series of amateur and ultimately professional fights.
It is hard to overstate how authentically meatheaded this all feels. Your options in between fights include three different versions of training (“Train,” “Spar,” and “Fight Camp”), and one catch-all category labeled “Life”, with sub-menus for “Travel,” “Social,” “Sports,” “Stuff,” and “Master Class.” Master Class lets you get inspirational quotes from e.g. Margaret Thatcher. The others have like 15 grayed-out options and only one that works; for Social, predictably, it’s Booty Calls (Family, Philanthropy, Date, Read, Teach, and, endearingly, Tabletop Games, all either need to be unlocked or haven’t been implemented yet. You’ll also eventually be able to purchase Real State).
Training is the main focus of the game, as far as I could tell. It allows you to increase an incredible array of stats, both primary and derived. You can focus on “Boxing” or “TKD” or “Sambo” (erm) or for that matter “Awesomeness” or “Strategy” at Fight Camp, while Training lets you choose from a bunch of different exercises that seem to relate indirectly to this flurry of statistics. At one point I was told my “measurable takedown level” was 0 – seems bad! There’s no way I could see to actually access these all on one screen, though the Sparring option I think allows you to reveal a single one per mainline fight.
Speaking of those fights, there’s much less here than you might think. You click “fight”, you get some text, a mysterious gauge shows up, and you win or you lose, with no indication of why. There are sometimes previews of who you’ll be up against next, but these are beyond cryptic: the most clear one I got was a flag that the next opponent was very durable, but beats me whether that meant I should be focusing on endurance to be able to last in the ring with him, or power to break through his defenses (I tried endurance, and I lost. Or maybe my rockstar juice level wasn’t high enough? Yes, that’s a real stat). Heaven only knows what one’s meant to do to prepare to fight “well-educated boxers” (distract them with some Keats, perhaps?). And I thrilled to the mental image of going up against an “orthodox” fighter (I am picturing the hat, sideburns, and tallit).
Surprisingly, this is actually pretty fun! Kieron Gillen has some line, I think in a review of Diablo or one of its progeny, that a dirty secret of video games is that sometimes it’s enough to just watch a number go up. FF has a bunch of numbers and they go up – what more do you need? The bloom started to come off the rose once I got silver in the Olympics and then transitioned from amateur to pro, though. I found these bouts much harder, and suddenly training cost money. I also kept getting concussed and told I should see a doctor, but couldn’t find that option. Losing interest, I decided to explore the game’s legacy mechanic, where you can have a kid and shift to guiding their journey through martial arts. Once I clicked to confirm this is what I wanted to do (with the cheapest option, because apparently you’re paying for your sperm/egg donor?) I got this sequence of text:
"Frankie is succesfully having sexual intercourse with Busting Beaver, and viceversa…
Name your gamebred:
[blank to fill in name]
Sprinkle"
I swear I’m not making any of that up.
Anyway the game restarted except now I’m 14 and unable to compete in fights (good?) but I’m still able to engage in booty calls (NOPE). My age is stuck at 14.203846153846153 and I’m not sure how to advance time to the point that I can get back in the game, so I’m calling it here: goodnight sweet prince, and may your days be filled with the wisdom of the Iron Lady and getting ready to fight an opponent “who throws punches and punches”.
The curse strikes, as it inevitably must: in the opening text of Ferryman’s Gate, a game whose stated purpose is to inculcate good grammar, there’s a grammar error. Admittedly, it’s an omitted apostrophe (“in your mothers words” should be “in your mother’s words”) and FG is all about the commas, but the rule that you can’t talk about grammar without messing up your own claims another victim (though there’s an alternative explanation – the author, well aware of the curse, is prophylactically warding it off with an early sacrificial offering!)
This is pretty much the only clear misstep in a game that I’d been looking forward to ever since I saw it on the list. Among my many exciting and romantic-partner-attracting interests, grammar looms large, and if the humble comma doesn’t have quite as much to offer as the stately semicolon or the forceful em-dash, nonetheless it has a lapidary charm all its own, as well as a host of teeth-gnashingly awful potential misuses. My expectations led me to imagine something pretty off-the-wall that went all-in on the concept, stuffed to the gills with comma gags and puzzles. For all its pedagogical premise, though, FG’s world is fairly grounded and dare I say plausible, with the comma obsession of the player-character’s great-uncle given a psychological basis. And the gameplay is familiar and solid for anyone who’s steeped in parser IF: you rove about the mansion of a dead relative, slowly unlocking new areas, interacting with family members who have reasonably deep conversation trees, solving swap puzzles, dealing with areas of darkness, performing a few secret rituals, and taking everything that isn’t nailed down.
The twist is that scattered among the more traditional adventure-game puzzles are a series of tests your deceased great-uncle has set, requiring you to demonstrate your knowledge of proper comma usage. There’s a book that ably spells out the rules, so I think this is fairly accessible even to folks who didn’t learn English grammar in school. You’re usually asked to pick out the one sentence that’s error free, or that demonstrates a specific kind of mistake, out of a number of options, which will guide a choice of actions: it’ll indicate which button to push or sign to dig at or way to go at an intersection or what have you. FG leans less on the commas than you might think, though – while the major puzzles gating progress do involve grammar, there’s also a collect-a-thon running in parallel where you need to obtain a dozen metal plates to solve the final puzzle of the game. These plates are hidden throughout the rest of the game and usually rely on exploration or light object-based puzzling to obtain, meaning you’re usually making some kind of progress as you go, and making sure you don’t get sick of the comma stuff (is it weird that if anything I wanted more?)
The author – I think a first-timer, given some self-deprecating notes in the ABOUT text – takes a canny approach to implementation. Most scenery is implemented, and objects that you can interact with are for the most part clearly set out from the main text, though several objects, including the player character, do have default descriptions. The map is large, but navigation is easy due to the mini-map in the corner (I didn’t see any extensions listed, so this might be custom-coded, in which case nicely done!) and there are very few guess-the-verb issues or other struggles with the parser. Partially this is because most of the puzzle solving happens in the player’s head, as you identify grammar errors; the actual commands you type in once you’d identified the solution are usually simple applications of Inform’s default systems, like moving around, pushing buttons, or opening containers and putting things in them. This is a really smart choice that minimizes parser frustrations and the risks of bugs creeping in from complex logic, without having to trade off the novelty or complexity of the puzzles. I did run into one small niggle – I think the plates were each supposed to be marked with an alchemical symbol, but only the one for Mars displayed correctly in my interpreter – but the relevant association is helpful spelled out in the text description too, so this doesn’t impact progress.
Sometimes I say a game is solid and feel like I’m damning it with faint praise, but not so here. FG takes a somewhat off-the-wall premise but grounds it in well-considered design and a surprisingly serious though never grim storyline. While part of me can’t help but wonder what the maximalist version would have looked like, there’s a power in restraint that Ferryman’s Gate amply demonstrates.
I think many of us have had the experience of being on one side or another in a conversation where someone’s trying to communicate an experience that was incredibly profound and meaningful to them, but can’t articulate it in a way that really lands. It’s a frustrating experience – more so for the teller than the listener, I think – because even while it’s clear there’s something important on the table, the palpable lack of understanding becomes alienating. That’s very much how I felt about Equal-librium, a game desperate to share something life-changing, but which at best is only able to talk around the space where that something should go.
It’s hard to go into what I mean without spoiling the whole game – it’s very short, and there’s really only one central dilemma. So I’m going to assume you’ve finished it in the paragraphs that follow.
Right, to sum up the story as I understand it: you play the CEO of an investment bank that seems to primarily deal with the resource-extraction industry. You’ve just cut a deal with a nonprofit to exploit some land they had obtained for conservation purposes, and as part of the negotiations you’d demanded (and received) a bribe. However, a hacker has accessed your email and found out about this, and is blackmailing you. Depending on whether you’ve managed to reconnect with an old friend from college when he accidentally spilled coffee on you earlier in the day, you either are able to identify the culprit, or have a last smoke and kill yourself.
This story doesn’t really make much sense – most notably, shouldn’t the bank be bribing the conservation nonprofit, and not the other way around? But stuff like that is relatively easy to ignore if the character work is up to snuff. Sadly, where Equal-librium really goes astray is in its depiction of the relationship with the old college friend. Shu/Will seems nice enough, and it’s clear there was some important connection between the two almost twenty years ago. But the game talks around that connection – it has something to do with the main character helping Shu quit smoking? – but it feels like there must have been something more important, and more reciprocal, going on.
The thematics of the ending also don’t feel like they quite click. In the “bad” ending, the CEO, facing the ruin of his reputation and bereft of human connection, decides to end it all. You then get some moralizing final text talking about the importance of balance: “Every system, whether the economy or the ecosystem, has an equilibrium. When we keep extracting the resources, exploiting human moral bottom-lines, consuming carelessly, and ignoring small but essential part of the system chain, the system sends a feedback loop to break in most unexpected ways… Perhaps you need to restart the system to really experience how good it is to be in Equal-librium.” But in the “good” ending, the main character is just able to strike back at their rival, and does reconnect with their friend, but doesn’t seem to change their ways at all, making the ultimate meaning very unclear.
The technical implementation is fine – the color and font choices are attractive, and there’s an undo button always available, so it’s simple to explore the different possibilities, which is good because I think the game only works if you can see the different paths. I did encounter an odd error having to do with a non-existent macro, but it didn’t seem to affect progress. I did find the prose a bit of a stumbling block; there aren’t many out-and-out typos or grammatical errors, but there are a lot of awkward phrasings and run-together clauses that made the writing a bit unclear at times. That’s Equal-librium in a nutshell, I think – there’s intentionality and heart to it, but in its current form, it’s not quite able to bring the player fully in to the experience it’s working to evoke.
The Comp randomizer giving me two solid but slightly underdeveloped parser games involving time travel back to back must surely be as statistically unlikely as a mad scientist dragging an unsuspecting bystander along in their trip backwards through time, but here we – meaning both me, who had Entangled come up after Seasonal Apocalypse Disorder in the randomizer, and the player character of the said Entangled – are. There are a lot of differences in the settings, don’t get me wrong: no secret-agent-druids to be found here, and we’re wandering around a declining Rust Belt town rather than a cult’s forest base. And the locals are definitely a bit more chatty. But just as with SAD, I felt like I enjoyed Entangled a bit less than I wanted to because the worldbuilding and puzzles are just a little underbaked.
The game starts as it intends to carry on – you’re given a minimum of information about your character and the task at hand that was initially quite confusing to me, and set loose on a large, sparse map with lots of locations described but inaccessible. As you move through the streets of your hometown – which is clearly on the downswing, with a shrinking population and many folks living in a trailer park – you get a bit more context filled in, explaining that your buddy Sam and his harridan of a wife have moved in with you but now the landlord is cranky and you need to track down Sam at the one bar that’s still open for business in the town (it’s attached to the bowling alley). Then a funny thing happens on the way to the bowling alley and lo and behold, you’re stuck in 1980 and need to gather three weird-science materials in order to fix the time machine and make your way back.
There’s a little more to the setup than this, but not too much. Despite the fact that the player character seems like they’ve lived in this town of 350ish people their whole life, I didn’t feel like I got a great sense that the relationships with the other present-day characters ran especially deep, nor did the narrative voice convey much interest or enthusiasm when seeing the 40-year-old version of their home. While the writing is largely typo-free and communicates enough to understand what’s going on and how to solve the puzzles, there isn’t much affect to any of it.
If the backdrop isn’t the draw here, the supporting cast do much better. There are a wide variety of inhabitants to talk to – I found around ten, and the post-game text told me I missed another ten (this might have been because I didn’t spend too much time poking around 2020). They’re a fun bunch too, running the gamut from the disaffected bowling-shoe girl with dreams of making it big in New York, to a cut-rate fortune-teller and a high-art gallerist with sharp elbows – not to mention the nerdy convenience-store clerk who’s stuck around all these years. Interaction is made simple through a TALK TO command that lists likely topics of conversation, though I found a lot more bonus options were implemented, and probably the most fun I had in the game was talking to these colorful folks about their histories and their dreams. They also serve as a light hint system – when I wasn’t sure where to start looking for one of the three widgets I needed to get back to 2020, asking around set me on the right track soon enough.
The flip side of this, though, is that most of the characters aren’t that integral to the action, and those that are tied to puzzles are among the least grounded, behaving in somewhat cartoonish fashion to make things work. The puzzles themselves are fine, though gathering three MacGuffins isn’t all that exciting – they do boast a whole lot of alternate solutions from what I was able to glean from the walkthrough, and seemed pretty well-clued to me (with that said, one early puzzle(Spoiler - click to show) – giving something to the UFO-obsessed oddball outside the bowling alley – seemed very poorly motivated to me since I’d thought I was bent on finding Sam and didn’t really know who this guy was). But they don’t take advantage of the time-travel premise – there’s no betting on who’s going to win the World Series or anything fun like that – and most of the approaches I found involved swapping item X for object Y, or giving character A thing B so you can abscond with item C while their back is turned.
There’s not really anything wrong with Entangled – the implementation is good throughout – and I enjoyed wandering around its atypical setting and interacting with its pleasant residents. But I couldn’t help thinking that it could have taken its premise and characters more seriously. Like, I never managed to have a conversation with Sam, nor did the scientist who kicked this whole thing off because he wanted to explore 1980 ever pop up after his initial appearance. The time-travel stuff is fun, but again it only goes so far: I couldn’t help noticing that the local fortune-teller charges you a buck to get your palm read in 1980, and it still costs a dollar in 2020. Inflation was 13.5% in 1980! There’s clearly something about this place, these people, and this time that’s meaningful to the author – there’s a lot of loving attention lavished on its creation – and much of that comes through, but I was left wanting a little more.
There’s some Hemingway quote that I’m not going to bother to look up (look, hopefully it’s clear by now that with these reviews you get what you pay for), but the gist is that a writer needs to write a million words to figure out how to write and get them out of their system, and starting with the millionth and first, possibly they’ll be worth a damn, and be pure, and good, and clean, and true (you’re also not paying enough to get anything other than the world’s laziest Hemingway impression). The principle extends to IF, where I think just about everybody has had the experience of making a starter game before getting their feet under them to try something more ambitious (mine’s a half-completed House of Leaves – er, why don’t we call it a “homage” – moldering away on a hard drive that hasn’t been plugged into anything since 2003 or thereabouts).
Elsegar I is a pretty exemplary illustration of the type: there’s only a bit of backstory, about being sucked into a strange new dimension by some sort of singularity, and a found-object approach to worldbuilding that’s largely there to provide scaffolding for the variety of puzzles and programming tasks. There’s a holdall, a darkness puzzle, NPCs who respond to being asked about a couple of keywords, randomized combat, a put-X-in-Y-to-make-Z puzzle, a (big, old-school) maze – classics all, and what’s rare for a first game, all solidly implemented, albeit with a large number of typos. There’s nothing especially fancy about the design, though there are some fun jokes and easter eggs involving a radio, and an actually quite neat text effect for a bit of graffiti. It’d be more interesting if it stuck with a specific kind of puzzle and tried to elaborate it with a few variations, or leaned more heavily into its setting or characters, but again, for this kind of game it makes sense to try out a bunch of different things.
After I’d played the game I saw from the author’s posts on the forums that it’d been disqualified from the Comp since it’d been posted as part of a call for beta testers. That’s a shame – it’s an easy rule to run afoul of – but hopefully part II will make it into next year’s Comp or otherwise see release. Now that the author has the basics down, their next release could be one to watch out for.
I’m worried that this one might get overlooked and I’m guessing it’s because of the title which – and I say this as someone who has a game called “The Eleusinian Miseries” in the Comp, which I’m happy about since it’s the best name for anything I’ve ever come up with – is awful. Between the lack of capitalization, the weird quotation marks, and the difficulty of resolving how these three words fit together to form any sort of meaning (after having played the game I’m still struggling with making sense of it -- apparently it's a Prince lyric?), I think people might be giving this one a pass, despite the evocative cover art and a solid blurb. That’d be a real shame – EWL is good and folks should play it.
The setup here is low-key but nicely drawn: you’re the reluctant co-host of a Halloween party in 1999 (the opening maybe goes a little too far making winking references to LiveJournal and WinAmp, but things on that front thankfully calm down pretty quickly), and at first it seems like the business of the game will be awkwardly bumbling about with all the strangers flooding your apartment, with intermittent flashbacks to the player character’s childhood. There aren’t too many choices that have much of an impact on the overall plot, but there’s some light interactivity that switches up the order you see things, and gives you a chance to get more detail and bring a bit of characterization to the main character. Then you find some of your actual friends have shown up, and it becomes a slice of life hangout game, until the main thrust of the story kicks in.
Before I duck behind the curtain to talk that through – if you haven’t played the game yet, you should hold off on reading the spoiler-text until you do – let me just emphasize once again that this is worth your time. There are good jokes! Here are a couple of my favorites:
”A man in a vampire costume is leaning close to a woman with multicolored hair and fishnets. You’re not sure what she’s supposed to be, though “victim of a vampire” is starting to look pretty likely.”
“There’s more than one puddle on the floor half-heartedly mopped up with bits of mummy.”
The prose is super clean, with no typos or even any noticeable infelicities. The characters aren’t given incredible depth, but they’re sketched in cleanly and effectively, and once the story really gets into gear, it’s heartfelt and well done. Play EWL – just don’t think about the title, jump in, it’ll be fine!
(Spoiler - click to show)So, the deal here is that after your friends show up to the party and you start hanging out with them, it turns out that one of them, named Andy, died on their drive over, and is spending their last night with you all as a ghost. This is presented in a very understated way, and reasonably well telegraphed since the player character’s memories in the first sequence all revolving around Andy, as well as the cover photo and blurb hinting at something supernatural. The presentation isn’t that this is some shocking twist – what the game is clearly after is creating space for the main character and Andy to enjoy some last time together, and say goodbye.
It’s all very restrained – there are no teary jags of emotion, but I think that fits these characters as they’re presented to us, and Andy says he doesn’t want a fuss made over him. The ghost aspect is maybe a bit underplayed, as the main character and Andy himself both seem to adjust to this insane thing happening without spending too much time grappling with it. There’s a bit of an indication that Andy might have romantic feelings for the main character, but it’s not spelled out (or at least, it wasn’t spelled out given the choices I made, though I don’t really see any places where things might have gone differently). Again, it’s low key, even down to the final goodbye.
Does this work, and is it emotionally effective? It’s presenting a universal experience and yearning – someone very close to me died earlier this year, and while it wasn’t a bolt from the blue, I still very much fantasize about the things I wish we’d been able to talk about before the end – but presents it very concretely, with characters whose relationship and emotional makeup feel specific to them. The last conversation they have does come off a bit unsatisfying as it doesn’t lead to any sort of revelation or catharsis, but I’m also aware that even if I did have that last conversation I’m wishing for, the results would be much the same. You can’t sum up and say goodbye to a whole human in a night, much less a few exchanges of words. EWL recognizes that, and captures it effectively – it’s not trying to leave you in tears or fundamentally change how you think about death. It just offers its characters a few moments of grace, and invites you to share those moments with them. And I think that’s enough.
A workman-like piece of choice-based IF, Eidolon’s Escape hits its marks while dangling hints of a deeper mystery, and if it lacks any particular standout feature, I nonetheless enjoyed my time with it. You don’t know your character’s full backstory in EE, but there’s a reason for that: you’re playing a disembodied spirit whose memories have eroded over years of imprisonment in a magical crystal. One of the tricks up your sleeve is possession, though, and since two hapless youths have picked your gaol as the site for their romantic rendezvous, you finally have a chance to escape the tower of the mage who’s caged you by riding one of them to freedom.
This goal is clearly communicated, and it doesn’t take long before you’re able to learn the steps needed to carry it out – there are a couple, but they don’t feel needlessly convoluted. The main gameplay is more puzzle-focused than exploration-focused – you usually only have two choices at a time, and a large number of these are false choices that shunt you back to the main thread. There are challenges and wrong answers, though, most of which revolve around social interaction: you might need to fool the cook into telling you something she’s meant to keep secret, or bluff your way past a skeptical guard. While it’s not too hard to figure out the right approaches in these situations, the eponymous eidolon doesn’t really understand humans so you’re not given too much prompting, meaning it feels satisfying to succeed. Adding to the gravity of the challenge, there’s no save game option and incorrect choices can quickly lead to game over – replays go reasonably fast as there’s no timed text, so this isn’t too annoying, but it does provide an incentive to get things right the first time.
These puzzles and situations, while well-constructed, aren’t that interesting by themselves – it’s all stuff you’ll have seen before. The eidolon’s character and way of understanding the world are what give the game its flavor. I was struck by the way that the choices on offer really only allowed for two ways of playing the eidolon: either as an imperious figure commanding others to do its bidding, or a master manipulator disgusted at how easy it is to twist people around their finger. It’s not very good at social cues much of the time, though, and is usually stuck doing blunt imitations of behavior it’s seen people perform, with the aping only occasionally convincing. Guiding such a character, and engaging with whether its behavior and attitudes are just a reflection of how alien it is from humanity, or if there is something truly sinister about it, adds a welcome note of mystery the otherwise rather quotidian proceedings.
The writing is – I’m going to back to the well of “workmanlike.” I think I only caught one stray typo, and it usually focuses on the right things. But it describes more than it evokes. Take this passage when you possess one of the youths and are embodied for the first time in ages:
"You clutch at the rough cloth of his shirt as your mind wheels. He continues to talk to you but you cannot take any of it in; lights and images blind you, burn into your mind’s eye and blur with new images. Sounds boom, rip and echo through your head, incessant waves of unbearable odours assault your nose, every touch sends lightning through your nerves and your mouth feels as though it has been packed with all the vilest effluvia that the world has to offer."
This is all solid enough, and touches on the right elements to highlight – you’d imagine this is what the experience would be like. But it’s a little vague, and it never sings. There are also some odd anachronisms (the eidolon can attempt to dress someone down by asking “did I stutter?”, and try to seduce another by praising their “symmetrically aligned features”) that undermine the immersion somewhat.
Eidolon’s Escape is smoothly put together – I enjoyed scheming my way to freedom and found the various obstacles on offer fair to work through. The first ending I got, while a victory, was a bit anticlimactic, so I went back and played to a second one that, while technically a failure, was more satisfying and hinted at a resolution to the questions about what exactly the deal is with the eidolon (Spoiler - click to show)(as best I can tell, it’s actually a fragment – and probably not a very nice fragment – of the soul of the mage’s long-dead lover). I wish there was a little more of a spark here, but I can’t be sure that’s because something’s missing in the game, or just personal preference for writing with a bit more flair, and for weird-protagonist games that do more to lean into their odd conceit, rather than EE’s way of playing things fairly down-the-middle.
Dr. Ego is an old-school, parser-based treasure hunt that wears its influences on its sleeve: the ABOUT text says the idea came to the author while watching Indiana Jones, and one look at the starting inventory, which includes a fedora and a whip, shows we’re not messing about (I know the character is called Dr. Ego, but in my headcanon, an Indy knockoff is always named Tennessee Williams). As I recall, the initial bit of dialogue with the guide character nods a bit at the imperialism of carting off indigenous peoples’ cultural artifacts (I lost my transcript so I might be misremembering), but we’re clearly not meant to take things too seriously.
The classic setup is mirrored by classic gameplay – you wander through a jungle environment solving traditional adventure-game puzzles. The map is relatively small and there aren’t that many objects or barriers to work through, so it definitely doesn’t overstay its welcome (the “two hours” estimate on its entry page is off by at least a factor of two, for those folks considering whether to give Dr. Ego a whirl). For the most part, the puzzles make sense given the environment, and it’s usually clear what you’re meant to be doing next (if anything, the final one, (Spoiler - click to show)which is lifted directly from the opening of Raiders of the Lost Ark, is too easy).
Implementation is all right, if unspectacular: scenery is generally there if it’s described in the location, though most of the default responses haven’t been changed and there aren’t a lot of custom reactions to actions not required to solve the game. I also ran into two guess-the-verb issues, or rather two variations of the same one: (Spoiler - click to show) despite having figured out that I needed to go behind the waterfall, repeated attempts to do that were stymied until I used the hint function to discover I needed to LOOK BEHIND WATERFALL. Once in that chamber, it was also hard to examine the object in the hole until, by parallelism, I thought to try LOOK IN HOLE. There are some typos (including in the opening text, unfortunately), and the line breaks felt a bit haphazard, which sometimes made it hard to parse what was happening.
Overall this is an unpretentious game that was good for whiling away a pleasant hour, even though I’m not sure how long it will stick in my mind. One last complaint though – I lost my hat midway through. How can this be an Indy homage if you lose your hat!