(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I sometimes worry that I give short games short shrift – I mean I guess in a way that would be appropriate, as often there’s just less to say about a game that says less and in the attention-economy it’s easy to equate length with value. But still, there’s a lot to admire in a game that knows how long it should be, knows that the 90-second punk-rock version of a song is often strictly better than the 12-minute prog-rock version. In last year’s Comp, I adored some shorter games, like Funicular Simulator 2021, Closure, and My Gender is a Fish (I only just now realized that sometime in the last year my memory had invisibly renamed this game to I am a Fish, which of course would be the title of the inevitable genderqueer Faulkner mashup) – they didn’t need to maunder on endlessly to make an impression.
Sometimes, though, short games are too short to adequately develop their ideas, and sadly, such is the case with 4 Edith + 2 Niki. Per the blurb, this is a dating sim, implemented in basic-Twine style, though it takes a couple minutes to reveal itself as such. You start outside a shanty, given a choice of whether to enter or stay outside. If you choose the latter, you’re treated to a series of increasingly random vignettes with questionable grammar, before being railroaded into going outside. Here’s the last, so you get a flavor:
"You decide to stay longer. A horrible young man appears and names him a coffee-mouthed boy. Marvel starts entertaining with stories, especially the X-Men, Iron Man, and Dr. Strange sequels. After a while, though, it’s just Enter…"
Once inside, it turns out the shanty is a spacious office, with six different sub-locations to explore; two have people named Niki inside them, and four have people named Edit (not Edith), each with a different number to distinguish them. The various Edits will ask you on dates or mention an event they’re going to, and after visiting all the rooms you decide which of the four to pursue, at which point the game ends with a different, but identically-cynical, ending involving you getting coupled-up with that iteration of Edit. Like, here’s the one where you go get Slovak food with Edit 1 (I’m like a quarter Slovak, and since that’s an especially random ethnicity even by the low-stakes standards of Eastern Europe you’d better believe I picked that first when I saw it was an option):
"You decide to go to the Museum Village, where you will meet Edit 1. At first you fuck like rabbits, but less and less often, and you can listen to his head-voiced laughter at his shitty jokes. Plus, by the end, you’re completely silly."
Lest you think this is an outlier, punishing those who foolishly think Slovak food sounds like a good time – lots of love to my grandmother, but so far as I could tell from her cooking, flour dumplings, sausages, and doughy pastries were the highlights of the cuisine – here’s the one where you go to a concert:
"You went to the Anne and the Barbies concert and then you became a couple. Over the years, you realize that she’s a little hysterical, but which woman isn’t. That’s all there is to it."
That sounds pretty misogynist, but maybe it’s a knowing pun, you know like hysterical → hystera → uterus? This is awfully abbreviated to try to draw conclusions from, though, and indeed, that’s how I feel about the game as a whole. Is this meant as a satire of dating sims, making fun of the idea that you make a few low-context choices and you wind up mated for life? Is it trying to say something about the banality of identity in modern society by having all the romantic options have the same name? Is the juxtaposition of dateable Edits and standoffish Nikis (one’s implied to be an ex) getting at the sometimes-arbitrary way people present themselves or don’t present themselves as potential partners? Is the fact that the only option you have is which of these people to date, with remaining self-assuredly single not even a fail state or but-thou-must false choice like the one in the opening, trying to critique the normativity of coupledom, a la Lanthimos’s The Lobster?
I dunno, man, nor do I know what that any of that has to do with Iron Man or TARDIS-like shanties that contain office buildings. It just feels like stuff, and while individual vignettes have some disorienting zip, there’s just not enough here – not enough characters or plot or engagement – for them to cohere into anything with impact.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Abigail Corfman’s got an impressive body of work incorporating parser-like mechanics into sophisticated choice-based formats, usually with a fantastical, clever vibe, as in Sixteen Ways to Kill a Vampire at McDonalds and A Murder in Fairyland. The Absence of Miriam Lane has points of continuity, but also departure, from this gameography – there are interesting systems to engage with, and satisfying puzzles with a fair bit of depth to solve. The setting is comparatively grounded, with the protagonist an occult investigator seeking to unravel the intensely-personal disappearance referred to in the title, with the ultimate explanation turning not on supernatural MacGuffins but developing a psychological profile of a seemingly-unremarkable wife and mother.
It’s harder than usual to talk about this game without spoiling it pretty thoroughly, both in terms of how the plot resolves but also the various distinct systems that govern its major phases, so despite the blanket warning about spoilers in my opening post, I figured I’d use this paragraph to give prospective players that if you care about such things, you might want to give the rest of this review a pass until you’ve given Absence a try (and I think most players would find it worth a try).
Okay, no one here but us chickens, right?
While there are no formal divisions within the narrative, in practice The Absence of Miriam Lane is cleanly divided into three pieces, all with related but distinct game mechanics. The first is all about investigating Miriam’s house and looking for non-obvious clues and things that are out of place. In cases of this kind, the protagonist confidently explains, both light and time are often out of joint – by looking for places where shadows are behaving oddly, or objects seem to have been subject to incongruous aging, you identify potentially-important clues (mechanically, this is accomplished by clicking through different rooms and links and sub-links for the areas and objects they contain, using a “thoughts” interface to signal when you think something’s off), and eventually discover where Miriam is.
Or where she isn’t, rather, because it turns out that she hasn’t gone missing in the sense of leaving, but rather that she’s faded away, into the titular Absence – an unmoving, nonreactive white void. In the second act, you need to remind her of who she is by bringing her personally-significant objects. There’s a rub here, though, because what’s led her to her current condition is a failure to nourish the personally-significant aspects of her life, passing them over in favor of obligations to others. So it may or may not make sense to bring her some things that are clearly salient – the spoons she uses to make food for her church’s bake sales, for example – without trying to figure out how she felt about them (you can bring most things to her husband, Arthur, to get what he knows about them, but there are often environmental clues to unravel too).
Assuming you succeed in that challenge, the final sequence involves bringing Miriam back to herself by “telling her her story” – mechanically, this means filling out a long, multiple-choice mad-libs style quiz running through her background, her frustrations, and her joys. Much of this you’ll have sussed out in the course of solving the previous sets of puzzles, but you’ll also need to make some hopefully-informed guesses to do well enough to get a good ending – I believe there are at least three, differentiated by how much of Miriam, if any, you’re able to bring back to reality.
This is a canny setup that winds up embedding a narrative arc in its mechanics. The first section is all about exploration, checking out the house and its contents for the first time. Because the signs that something isn’t right are fairly general, you need to carefully examine everything, without too many preconceptions about where you should be looking – but because the signs are pretty clear once you find them, the player isn’t left floundering and trying to read the author’s mind. Then in phase two, you go back over all the clues you’ve found in the first section and weigh them up, trying to evaluate exactly what they were saying about Miriam’s life to determine whether they’ll be a net positive or negative. There are also some more traditional puzzles in this section, fitting with the overall analytic vibe – many of these hinge on deducing that a particular flower might be meaningful to Miriam, then looking up its attributes in her gardening manual and locating it in the yard via an attractively-designed interface that mimics a plant. All that leads in the final section, where you’re explicitly synthesizing the individual pieces of evidence into a coherent narrative.
It also makes for a well-paced game. The house isn’t especially large, and isn’t inherently all that interesting, so tromping back and forth multiple times could become tedious. But because the context for your exploration shifts over time, and you feel like you’re making, concrete, tangible progress, it was usually exciting to revisit its rooms and understand more of what I was seeing, and how it could be used. Similarly, the interface is pretty streamlined. It’s not miles away from that in One Way Ticket, but navigation to other rooms is always available via a single click, and the list of thoughts and items is typically not that long (in fact, there’s an inventory limit – usually an annoyance, but important here to prevent lawnmowering, and forgivable because you never need to go that far) so I didn’t get bogged down the way I did in that game.
That streamlining extends to the writing, as well. The prose is efficient to a fault, with dialogue even presented in screenplay style, and almost completely devoid of errors (I found one unneeded comma, but that’s it). Given the large number of objects to interact with, this helps keep things manageable, and means it’s easier to pick out what might be significant since the important adjectives aren’t left swimming in a sea of words. The flip side, though, is that I found it a little dry. Fortunately, atmosphere is provided in spades by the always-visible illustrations – I think these are largely photos with the contrast blown way out, which is in keeping with the light/shadow motif that runs through the game (the illustrations also provide clues to some puzzles if you study them carefully, which I sometimes have mixed feelings about due to accessibility considerations, but I don’t think any of them are ultimately necessary to progress).
All of this makes for a solid, engaging game that I liked quite a lot. It didn’t quite reach the level of greatness for me, though, largely due to the narrative design not being as satisfying as the systems design. True, this is partially down to the workmanlike prose and uncharacterized protagonist, which even though I personally found them unexciting are clearly intentional choices. But I also found that my interest in the story didn’t rise over time and peak at the climax; instead it started out high and declined, with the gameplay providing the major impetus to get over the finish line. The opening sequence has the most supernatural elements, for one thing: they’re understated, but feverishly searching for tiny nooks where the shadows fall wrong, or looking suspiciously at a backyard sky that’s different than the one in the front, lends these early stages an uncanny thrill. And the initial beats of the mystery, where you’re starting with the least information and trying to connect the dots between the novel fantastical elements and Miriam’s beyond-mundane life, are pretty compelling.
By the time I was a third of the way through the game, though, I’d figured out the broad outlines of the backstory, which don’t wind up being that complex: Miriam was feeling neglected and overlooked, and somehow (I don’t think there are any clues that even gesture towards an explanation for this “somehow”) became an absence in her own house, an empty, invisible outline lying immobile on her side of the bed. From there, the rest of the game is just an exercise in filling in the details of this overall story, without any new developments to liven things up – and even the details don’t really add much to the player’s understanding of Miriam’s personality. There’s a bit of gameplay and challenge in determining whether she was burned out on gardening but found baking was still deeply rewarding, or vice versa, but it’s not a very narratively interesting question, and one limitation of the way the game’s difficulty is tuned is that the details of some of the potentially most compelling aspects of the story, like Miriam’s relationship with her sister, appear to be left vague in order to add to the difficulty.
Relatedly, I think the difficulty overall might be set too high. Judging by the little gauge at the bottom charting my progress, I wasn’t able to reach a perfect ending, despite playing fairly thoroughly and feeling like I had plumbed all the interesting questions and then some – in fact, the first ending I got was pretty negative. I reloaded a save and tried again, realizing that part of the issue is that you’re meant to spend more time giving Miriam stuff and making her more connected to reality, even after the third section kicks off and you think you should transition into the storytelling portion of the game. Even then, though, the ending was pretty equivocal. I think getting the best result requires you to really chase down every single potentially-important object – and ask Arthur, the world’s most boring man, about each of them – and probably do a little bit of trial and error in the mad-libs section. My brain is pathological enough that I often want to get 100% completion in games – hell, I’ve done that for every Assassin’s Creed game, there’s something wrong with me – but that compulsion never hit me here, since I felt like I’d done all the real work and all that was left was some grinding.
Switching gears back to the literary, I think the last thing that left me feeling more lukewarm than I expected about Absence is the message it ultimately sends about psychological health. As mentioned, the problem is that Miriam didn’t create enough space for herself and the things that brought her joy – an empty-nester treated with benign neglect by her spouse, after her kids went away to college, she threw herself into church functions and found herself consumed by bake sales and raffles, while neglecting the gardening and drawing that nourished her. This is all plausible enough when you type it out, but in practice what this means is that the stuff she was doing with other people, which largely seemed to focus on helping others, is portrayed as poisonous; her connections with her family largely have both positive and negative aspects that balance out in the wash; and it’s only the private, inward-facing hobbies that are unmitigated goods, with success determined by how much you direct her attention to those.
Look, I’m an introvert who was raised Catholic, I get it; the self-sacrificing martyr schtick is ultimately empty, and other people can be exhausting sometimes. But still, I can’t help but feel that this is a dark, antisocial theme to build the game around. Miriam draws but keeps what she makes secret; she plants a lovely garden in her back yard, but no one else seems to spend much time there. Art nourishes the soul, certainly, but in my experience the greatest joy in creating something is sharing it – maybe not with the whole world, but at least with one or two people. And as for the various church fund-raisers and events, even if the process of trying to do good in the world is tiring, and prey to suspect, selfish motives, well, that’s still better than just opting out entirely.
I can well see how other players’ mileage will vary on this stuff; the Absence of Miriam Lane is very well designed, with novel mechanics that draw you in, and I deeply admire that it’s unapologetically focused on a middle-aged woman’s desire to have the dignity and respect she deserves. But still, I wanted the ending of the game to reverse the negation that she’d suffered, to achieve catharsis by reconnecting her with the people who’d abandoned her in the transformative hope that things would be different this time. To call her back only so that she could replace her supernatural retreat with an all-too-ordinary one didn’t seem like progress; maybe that’s down to the theme, or just to not having gotten to the best ending, but either way I was left feeling dissatisfied with the game’s apparent views on human nature even though I’d enjoyed my time with it quite a lot.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Arthur DiBianca is surely among the few modern IF authors whose name has become a brand. While his games boast an impressive range of settings, genres, and gameplay styles, there are some distinctive elements that mean he offers something unique: they all have a limited parser, ensuring that guess-the-verb problems are never among the challenges a player faces; they all well-written but tight, setting-first stories; they typically last an hour or so, with a set of optional objectives for players who want to dig deeper; there are well-designed interfaces that cleanly present the information you need; and they’re all of a consistently high quality (ok, that last one isn’t unique to DiBianca, but it’s the reason why it’s worth commenting on all the others!)
Trouble in Sector 471 fits all of this to a T – this time out, you play a plucky little maintenance-bot, out first to restore power to the eponymous sci-fi facility, then zap the infestation of bugs at the root of the problem, and maybe help some of your fellow worker robots along the way. The gameplay twist is that there’s a light patina of metroidvania about proceedings – visible first in the slick automap that takes up half the playing window and orients you towards the places you’ve yet to explore, and then made more obvious as you collect new functions for your humble mechanoid: at first, you’re capable only of zapping bugs and opening communications with other bots, but reaching new areas and doing favors sees you win some important upgrades, including the ability to pick stuff up and interface with the various bits of machinery you find in the facility.
The open map is mirrored in the open gameplay structure; while there are definitely chokepoints at several parts of the game, you’re not funneled towards a final encounter or anything like that, and it doesn’t take long until you can wander over quite a large stretch of real estate, worrying away at half a dozen different puzzles as you track down the bugs and optional objectives. I admit that at around the two-thirds mark, even with all the supports built into the game I started feeling a bit overwhelmed, but found that once I started taking some notes the pieces fell into place quite quickly – there’s a lot to keep track of, but when you break down exactly what you can do and what barriers you’re facing, it isn’t too hard to run down your limited command-set and come up with some ideas for how to proceed.
This is a sweet spot for puzzle difficulty for me; progress feels nontrivial, but once you bear down it isn’t too hard to start feeling clever. There was one place where I needed to look at the hints – there’s a multi-step puzzle involving a museum curator-bot that I wasn’t quite wrapping my head around – and while I got most of the optional challenges, I never came across one, and found one involving unblocking pipes too fiddly to be enjoyable, but overall this is a smartly-designed and satisfying grab bag of puzzles.
Getting into critiques, though, it does feel like a grab bag, rather than the more unified puzzle sets of some of DiBianca’s other games, like the wordplay of Sage Sanctum Scramble or the RPG-aping Black Knife Dungeon. In fact, many of the puzzles feel like the sort of thing you get up to in more traditional works of IF – there’s a fair bit of unlocking doors, figuring out combinations, and trading items to NPCs – which I think make me chafe against the limited parser more than I usually do. In particular, I missed the ability to examine things; you can get more information about any object you’re carrying, but the set of grabbable items is pretty small, and there were more than a few environmental puzzles, or encounters with other robots, where I would have liked to get a closer look at the situation, either for hints to the puzzles or just to get better grounded in the world. As a result, while the different rooms are well-described and the charming cast of robots largely does a good job communicating their personalities through their one or two lines of dialogue, I engaged with Sector 471 largely as an abstract set of puzzles and systems rather than as a coherent place where a diegetic narrative was occurring.
There are definitely worse problems to have, and honestly most of the way through a very story-heavy Comp I found it kind of nice to immerse myself in something close to a pure puzzler – and this is a very well-designed, well-tuned example of the breed. So while I’d recommend other of the author’s games before this one to someone who’s trying to figure out what this limited-parser thing is all about, it’s still a worthy addition to his gameography.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. I beta tested this game and didn't do a full replay before writing this review).
I am not much of a braggart by nature, and crowing over accomplishments in the IF realm is an inherently absurd proposition, so it’s saying something that I was tempted to open this review by not-so-humbly pointing out that I’m pretty sure I was the first person on the planet to win The Only Possible Prom Dress. Largely this was by dint of being one of the beta testers, of course, but still, there were other testers and this is a long game – I’m guessing I put in at least 15 or 20 hours, even after getting some hints, and I often had to put it down for a while to let the puzzles percolate so my subconscious could worry away at them and hand my conscious mind some new ideas. Getting to the winning screen after putting in a fair bit of sweat equity over two weeks felt like an accomplishment.
This is not, I hasten to add, because the game is formally cruel – it’s I believe Polite on the Zarfian scale, with any game-ending events only a simple UNDO away. Nor is it because the puzzles are unfairly diabolical. Don’t get me wrong, many are pretty tricky – and there are at least two, both involving codes, that I suspect most players will need a hint on – but save for that diabolical duo, they feel on the level. When I solved one fair and square, I felt satisfied; when I stumbled into an answer through trial and error, I immediately saw the logic; and when I needed a hint, I slapped my forehead because I realized I’d missed some solid clues that would have gotten me in the right direction.
Funnily enough, the puzzle-solving is also rendered more pleasant by the size. The game starts with many areas locked off, then twice opens up a new, large chunk of the map after surmounting a key obstacle – but even from the get-go, you can go a lot of places, pick up a lot of items, and make progress on a bunch of puzzles. At any given time you might have half a dozen different challenges in progress, and if you’re feeling stuck, often just taking a circuit of the mall and messing around with all the new stuff you’ve discovered will be enough to make progress on at least one – or give you an idea in the meantime. There’s also a good variety in the different things you wind up doing; the game’s ultimately a scavenger hunt, but between foiling security systems, decoding anagrams, navigating mazes (all of which I think have workarounds), messing around with devices, cheering up NPCs, and the good old-fashioned medium-dry-goods business of pushing things around and climbing through holes and inserting thing 1 into receptacle A, you’ll never be bored. The scale of the game also lends it a sort of logic-puzzle vibe, as I wound up keeping a running inventory of the different puzzles I’d encountered as well as a separate list of the different items or other possible puzzle-solving things to try, cross-referencing them and deducing which solution went with which barrier as I went.
Atypically, I’m fairly deep into the review here without mentioning the plot or the theme or the writing. That’s because this is definitely and defiantly a puzzle-focused adventure game, and the plot is honestly something of a shaggy-dog story – the blurb’s setup, that you need to find a dress for your daughter, isn’t exactly a lie, but the steps to retrieving it from the near-deserted mall wind up taking you to some wacky places, with weird technology and more than a bit of magic getting into the mix without the protagonist making much of a comment. But the prose is well done, and the cast of supporting characters, one-note stereotypes one and all, are written engagingly and enjoyably, so they’re fun to interact with even if their role as flywheels to set some of the cogs of the puzzles in motion can never be ignored.
All this is to say Only Possible Prom Dress is an old-school puzzlefest as advertised (albeit more late-90s than late-70s), but a good one, even I think for folks like me who aren’t inherently drawn to the form. It’s perhaps ill-served by being in the Comp, though – this is one to savor.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
There have been a lot of war novels written, and most of them communicate the same simple message: war is a dehumanizing, monstrous force no matter how just one’s cause may or may not be (you’d think this message is in fact so simple that after people had written two or three books like this, there wouldn’t be a need for any more, but [gestures impotently] look around). Catch-22, though, stands out on the list – in large part because it’s funny, but also because it asserts the eternal war-novel truism in the context of a “good” war (WWII), and applies the critique beyond combat, to the mere experience of being in the military (again, even a “good” one, like the American army). The novel has several leitmotifs, but I’d say the most critical is “every victim is a culprit”; it’s a motto that seems, and is, harsh, but it I think accurately conveys how everyone who’s broken down by a brutal, absurd system and goes along with it reinforces the system, and makes it harder for anyone else to resist. Because Heller is an optimist, and primarily writing about characters who live in a democracy, however flawed, the novel’s ending still offers the hope of transcendence, of leaping straight out of the totalitarian negative-sum game and winning individual, and maybe even eventually societal, freedom.
I’m pretty sure there aren’t any Russian war novels that end like that.
A Chinese Room is a hard beast to sum up. The temptation is to start with the gameplay, since that’s probably what’s most distinctive about it. An asymmetric two-handed multiplayer game, it’s designed so that two people pass keywords back and forth maybe half a dozen times over the course of the two or so hour playtime, which encode the decisions each one is making. It’s an elaboration of the system the author used in last Comp’s Last Night of Alexisgrad, though it’s more smoothly implemented here – the passwords are just words, rather than random-seeming gobbledygook, and it’s better-paced for asynchronous play, since there are fewer keyword-exchange points with longer chunks of gameplay in between. Even though I was afraid it’d be difficult to play this one as intended since I’ve got a teething one-year-old holding my game-playing schedule hostage, I was still able to get through it without much difficulty over the course of a day or so (shoutout to @aschultz for being my partner).
With that said, the game can be played single-player too. And to assess whether I think that’d work just as well as playing it as intended, I need to delve into the plot – or at least the half of the plot that I experienced, since the two players guide entirely different protagonists in entirely different circumstances who don’t, I believe, ever directly encounter one another, and I think this ignorance of what exactly is going on in the other player’s story is an important part of the game.
As a result, discussing the narrative even in very broad strokes could constitute a significant spoiler to half of potential players – and actually, I find I want to talk about it in considerably more detail than that. So I’m going to spoiler-block the rest of this review. For those leaving us here, I’ll just say that A Chinese Room is a very grown-up, very intense work that’s sufficiently strong that I’m not overly bothered that the last ten percent kind of falls apart. Definitely read the content warnings first, but if you think you can handle it, it’s very much worth a play.
(Spoiler - click to show)So, the plot(s). Each player picks a protagonist – a woman named Caroline or a man named Leon, with the content warnings flagging that Leon’s story is more descriptive about the game’s shared, dark themes. I opted for Caroline, though after finishing my multiplayer play-through I dipped into the single-player version of Leon’s story to confirm that I understood the basic setup. It rapidly becomes clear that, despite the Western names, the story’s set in a slightly-alternate version of Russia that’s successfully achieved its war aims in Ukraine and is now demobilizing and toggling back to “peace” in order to escape sanctions (in fairness, since this long game must have been started at least several months ago, when Ukraine’s current battlefield successes would have seemed unlikely, it’s unclear how intentional the alternate-reality angle). We’ll get back to Leon later, but Caroline is a civilian on the home front. Indeed, her life at first appears little touched by the war: her husband is an “opposition” politician (he has a government contact who tells him exactly what level of dissent is allowed), her children are students, and she herself is a housewife with a brain and an economics degree but no socially-permitted way of using either.
The inciting incident is deceptively low-key. Her husband’s fixer asks her to serve as a guide for a visiting functionary – a mid-level IMF bureaucrat named Matteo – and show him around. So you do, with a bunch of choices for whether you want to take him to e.g. a European-style restaurant or a hole-in-the-wall local joint for lunch, which reveals different aspects of your society to him, and by extension, the player. In the early stages, things seem corrupt – the opening scene sees Caroline figuring out how to bribe her husband out of a speeding ticket – and ramshackle:
"Now you’re here, the Office of Regional Development looming over you, bright concrete all in sharp lines and steeples, like an uninspired Lego Notre Dame all in white. No choice but to push the doors open, the inside clean and orderly but less impressive than the facade would have implied."
But nothing’s too bad – indeed, while your life isn’t pleasant it’s still fundamentally livable and has its joys as well as its pains. And indeed, this assignment, strange as its genesis seems, is one of those high points for Caroline; again, you can decide how to approach him, but he’s an interested and sympathetic figure who’s curious about your take on everything you see, and his own thoughts without being a stereotypical economist-guy. Depending on how you play your cards, this can lead into a bit of a flirtation, and even possibly an affair, but the player is very much in the driver’s seat.
But – of course there’s a but – as you play the game, you start to get the sneaking suspicion that none of this matters very much, because for all the different options about how to manage your relationship with Matteo, the password you send to the other player doesn’t seem to have anything to do with any of that. Instead, as one portion of your duties, each day you’re ordered into a room where there’s a machine with a blinking colored light, a chart relating different colors to numbers, and a keypad for entering in the number. When you reach one of these sequences, the game pauses while you wait for your partner to send you a color; then you pick a number and send that along in return.
This is clearly ominous as hell, and you have the opportunity to push for answers – but none were easily forthcoming at least in my playthrough, and besides, it was clear that Caroline had a lot to lose from asking too many questions. Those fears also animated a tense late-game sequence, where a family lunch is interrupted by an anti-war protest that your son drifts to – by this point it’s clear that the war was illegitimate and involved atrocities, but it’s also clear that this is not a regime that tolerates dissent. You can choose to let him stand with the demonstrators, or try to pull him away (me? I thought of my son, and dragged the kid out). But again, none of these decisions get fed into the other half of the story.
This is all very effective, I found. The game elegantly gets you to go along with totalitarianism, convincingly demonstrating the consequences of resistance and the unlikelihood that it would even accomplish anything, since you’re just a humble housewife and who cares what you do? The sequences with the machine add an undercurrent of dread, while the pleasant time you spend with Matteo gives you something to focus on besides how fearful and incomplete everyone around you has become. It’s well-written, too; there’s a lot of dialogue here, and a lot of detail-work around how international institutions like the IMF functions – while I’m not an expert on that sort of thing, I do have a law degree and read a lot of policy papers, and almost everything rang true to me. And the game can wax lyrical sometimes too; here’s a description of taking a train to the capital:
"You sit in darkness for a time then you cross a border and the sky begins to brighten again. Then suddenly all sky is gone, all distance dissolved into a blur of buildings; an endless salute of identical concrete dwellings. The lit windows and the lives upon countless lives being lived out on the other side of them merge into straight lines of light."
It’s a little dehumanizing, but not too aggressively so. And in fact while the portrayal of Russian political society is appropriately dark, there are positive aspects of the culture too – Caroline derives meaning from her Orthodox faith and her love of cooking, and the regular people she and Matteo meet are mostly… well, regular people, with some assholes but many nice folks too (I think the deliberate use of Western names, the very sparing use of details that could feel exotic to the presumed Anglophone audience, are in service of making Caroline’s experiences feel less alien, so it’s easier to sympathize with her and find her society natural). It all feels very plausible, and while it’s clearly an unpleasant life compared to what a Western audience is used to, it seems to work well enough for Caroline – or at least, it’s clear that if you have her step too far out of line, it could suddenly start working much, much less well for her and her family.
It lures you in, in other words; the game pushes your buttons sometimes, but it opens up opportunities too. You’re a victim, you’re a culprit.
Then the shoe drops, and the game starts to lose its footing. I won’t spoil the ways Caroline’s story can end in terms of where she and her family (and Matteo) can wind up, since there appears to be a range of options and anyway these details are less important to the point the game is making, but I will spoil what the deal is with the room with the lights and the numbers – so don’t deblur the next paragraph if you want to experience the revelation for yourself.
What’s going on is that the powers that be have developed a new machine for committing war crimes in a way that displaces responsibility for atrocities. As best I can piece together, over in occupied Ukraine – in Leon’s share of the plot, I believe – there are a group of Russian soldiers and officers who decide, in a purely theoretical way, what should be done with POWs and civilian prisoners who have resisted the invaders in particular ways. These theoretical recommendations are fed into a secure room via a color-coding system, presumably indicating different kinds of tortures. Someone in that secure room then selects a number based on the color they’re seeing, which instructs a machine back in the prison camp to maim and/or murder the prisoners whose crimes align with whatever scenario the soldiers were “theoretically” discussing. Caroline, of course, was one such patsy, and when she unknowingly keyed in a 5 because she saw a light flashing red, she, I’m guessing, was telling the machine to kill innocents.
(This, at last, is the Chinese Room of the title – it refers to a philosophical thought experiment denying the “Strong AI” hypothesis that you could make a computer with the same kind of mind a human has. The idea is that you could train a person to respond to a certain set of inputs with a corresponding set of outputs, without actually understanding what they were doing, even though outside observers would impute conscious intentionally to the observed cycle of action and response).
As a metaphor, sure, this works – Caroline’s a cog in a totalitarian machine, unwittingly but also kinda wittingly participating in a sick society’s crimes. But as a diegetic element of the story, I had a hard time swallowing it. Why would the regime construct this complex mechanism? In the real world, Russia isn’t exactly fussed about covering up the crimes against humanity it’s been committing, and the alternate version in the game doesn’t seem significantly more squeamish; in neither case is it clear how consequences would be enforced. And while there’s a way in which this game casuistically could allow the regime to formally displace liability from respected military officers to disfavored civilians, it’s hard to imagine any Western governments taking this sophistry seriously. Perhaps intuiting the weakness of the arguments here, the game presents them skeletally, in broken excerpts overheard while Caroline is distracted or in distress – it almost holds together as it’s being presented, but it breaks apart as soon as you start thinking about it.
The thing is, the whole device rigmarole isn’t thematically necessary. Even without the metaphor, the game had managed to establish the awful dynamics of life in a totalitarian society! If anything, I found this sci-fi MacGuffin confused things, muddying up responsibility and making it easy to point the finger at the cartoon villains who’d constructed these torture devices instead of reflecting on the choices I’d made to have Caroline protect herself and her family at the expense of what we both knew was right.
It is necessary for the two-player mechanic to work, though – there needs to be some gameplay connection between the two strands of the story in order to make it a multiplayer game, and not simply a single-player story you play through in two halves. It’s true that knowing there was another player making decisions out there stoked my paranoia about what was going on, and decisions in the room with the device do have an uncanny Milgram-Experiment vibe that might not work as well without knowing someone else was going to be doing something based on what I sent them. So this isn’t a case where it’s easy to see how the game would work if you excised the piece that I don’t think works as well – still, I can’t help but wonder whether the game evolved past its initial conception, and perhaps could have benefitted from a more radical late-in-the-day rethinking.
As I said way (way, way) back at the beginning of this review, though, I still found A Chinese Room very compelling – I tore through it, nervous and engaged the whole time – and it left me with a good amount to think about even without playing the Leon portion of the story, which I’m sure has even more queasy scenes of moral compromise (I’m not tempted to check it out, I have to confess; while I’m sure it’s well done, I don’t get on with depictions of torture). Even without its technical elements, the game’s a highlight of the Comp, taking on real issues in a grounded, sophisticated way and leaving the player without easy answers – besides, yes, that war is a dehumanizing, monstrous force and totalitarian regimes make it even worse.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
A Walk Around the Neighborhood has a somewhat deceptive title. Like, close your eyes, picture what you do in the game based just on those five words and knowing it’s a parser game: I mean it’s right there, isn’t it? You take a stroll around some streets, maybe meet some neighbors who have some small problems, carry out some light fetch-questing to the corner shop; possibly there’s a park or bit of woods you can poke your head into, and there’s a little maze or something. But no, there’s a bait-and-switch – instead, what we’ve got here is a one-room puzzler, because while you’d like to go for the eponymous walk with your partner Alex, first you need to find your wallet, and charge your cell phone, and get your keys, and put on a mask… and since you’re working off a days-long hangover, none of this is as easy as you’d think.
There’s another layer of deceptiveness, though, because again, close your eyes and picture what the game is like based on that description: it’s a tough-as-nails pixelbitchfest, with tons of scenery (a few pieces of which will turn out to be important) and implausible puzzles that take what should be a grounded premise and make it absurd. However – twist upon twist! – A Walk Around the Neighborhood also manages to escape this escape-the-room stereotype. It’s a charming, laid-back game that’s smartly designed so that you can tackle its reasonable challenges in a bunch of different ways, and reach a satisfying, plausible ending even if you don’t feel like following the scavenger hunt to its bitter end.
It takes a little while to realize this, admittedly; I let out a groan when the intro stopped and I realized how long the list of stuff I’d need to collect was, and how concomitantly long the list of living-room furniture to poke at was, too. But that list of objects is pretty much it – there aren’t like sub-items and sub-parts fractally expanding the game space to ludicrous levels. And while many one-room games are dense but “steep”, with a host of puzzles that all depend on each other in a mostly linear sequence, this one is quite flat; there are one or two that need to be solved in order, but for the most part, there’s nothing that’s useless or out of bounds from the off, and wherever you start your efforts, you’re likely to make some satisfying progress.
The individual puzzles are well-designed, too. There are no secret messages or color-coded signals or anything like that, just a jumble of missing keys that have largely wound up where you would expect, and a couple of logical object-interaction puzzles. Sure, you’ll need to LOOK BEHIND and LOOK UNDER stuff, but that’s de rigueur for a game like this, and it specifically prompts you with those verbs so I think it plays fair on that score. A few are a bit more creative, including some that require watching TV for inspiration, but even these are quite grounded, helping maintain the integrity of the pleasant, low-key premise. And if you run into trouble, you can always check in with your partner, who can give you some light, in-world hints while proving a pleasant look what the relationship is like (there are regular hints, plus a walkthrough too).
Despite the simple building-blocks and the relatively short running time – I got one of the two “complete” endings in about 45 minutes – it’s surprisingly deep, too. You see, you’re not stuck on this train until you’ve managed to retrieve all your possessions – there are over a dozen additional off-ramps, where you get sucked into some other activity instead of going on that much-delayed walk. These are all easy enough to back out of with an UNDO, and crucially, they’re not treated as bad ends – sure, your partner might lightly chide you for not getting some exercise, but typically they involve doing something else that’s fun or useful, so it’s enjoyable to try stuff that’s not on the scavenger-hunt list to see if you can discover one of these premature endings.
Tying everything together, the tone is light without getting silly. As the presence of a mask on the list indicates, the game’s set during COVID times, but not in an intrusive or depressing way. And the protagonist has an affable voice that made me want to help them out – as befits the rest of the game, they’re not like aggressively characterized and the prose is by no means show-offy, but it’s technically quite clean and does a good job efficiently putting a little bit of personality into the straightforward descriptions of quotidian things:
>x ring
The key ring currently holds a backdoor key, although it usually also holds a car key, a house key, a work key and a bike key.
Unfortunately, this is a common occurrence. Your key ring doesn’t quite make a full loop, so if you’re not careful with them (as happens from time to time, especially when you’re drinking or out with friends), they fall off without you realizing it.
Admittedly, there are a few items that have a default “you see nothing special about the XX” description, which really shouldn’t be the case in a small albeit jam-packed game like this, but at least it’s for stuff like AA batteries, where the lack of description isn’t holding the player back any. Other than that, I didn’t run into any bugs or implementation oversights. Really, this is a smooth, low-friction game; it’s cheerful and pleasant and rewarding to play. It’s not an angsty, story-heavy game that’s going to tax your brain and challenge your ability to put together a complex narrative, sure, so I suppose you could level the criticism that in some respects it’s a bit lightweight. But with a title like A Walk Around the Neighborhood, is that really what you’d be expecting? No, it does what it sets out to do, and very satisfyingly at that; it’s a quiet but clear highlight of the Comp.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I worry that, just as with people, it can come off patronizing to call a game “adorable,” so I’ve been staring at the thesaurus for the last five minutes. Esther’s is “cute” and “appealing”, sure, but that undersells how winsome it is. Is it “precious”? Nah, that sounds too cloying. “Captivating” and “enchanting” miss how pleasantly low-key it is, and after that, let’s just say the line of proposed synonyms that start with “dreamy” and proceed from there are a bit too adult for this children’s-book-aping Twine game. Sorry, folks – I guess we’re stuck with “adorable.”
In the best picture-book tradition, the game stars two mice, Janie and Harold, and follow them on their way to their favorite brunch spot, the eponymous Esther’s. Said café is run by a little girl who’s a thoughtful host in every way save one – she doesn’t understand the mice’s squeaky language, so always serves them cheese and crackers, rather than the mimosas and avocado toast they’re craving (Janie and Harold must be millennials). Today’s the day when they decide to really make an effort and get through to Esther – and it’s up to the player to help.
This is a cute premise for sure, and it could come off twee, but I don’t think it goes too far. Partly this is due to the lovely illustrations, which wouldn’t be out of place in a real children’s book – they have a textured, watercolor quality and a neat attention to detail: look closely at the opening image, which shows Janie bringing flowers while Harold carries her library books, and you can see she’s checked out Goodnight Moon. And I won’t spoil the one where Janie tries to mime an avocado, but it got the first out-loud laugh of the Comp out of me.
The prose also hits just the right note, with simple, clear sentences but a sly turn of phrase here and there to make it fun for a grown-up to read, too:
"Janie buttered an invisible toast and pretended to nibble at it. Harold stuffed his pretend toast in his mouth. He licked his fingers with pretend satisfaction."
It’s nothing fancy, but the repeated use of “pretend” setting up “pretend satisfaction” is cleverly done.
The interactivity is also nicely gauged – you’ve got a fair number of options to choose from, and while the challenge of getting your order right isn’t a devilish puzzle or anything, the authors have done a good job of communicating just enough information about what each choice might do, while still retaining room to surprise you with how exactly each stab at communication plays out.
Esther’s is admittedly a small thing – my playthrough went quicker than it usually takes me to get through Goodnight Moon with my son, albeit he’s typically doing a lot of wriggling and pointing which pads things out. But it pulls off everything it tries to with aplomb, and I had a smile plastered to my face the whole time I was playing it. There’s no other word for it: from stem to stern, it’s adorable.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Welp, much like with No One Else is Doing This, I come to Admiration Point with some personal experience that makes this “anti-romance” about mutual attraction between married (not to each other, natch) co-workers especially resonant: my wife and I met at work, at a time when we were likewise both coupled up (but not to each other, natch). I can attest that makes for a situation rife with the potential for drama, submerged feelings, and angst, with a hundred different choices every day attempting to balance guilt, desire, innocence, and fulfillment, so it’s an appealing setup for a work of choice-based IF. Add to this an interesting, self-reflective future setting – the main characters all work at a digital museum and spend most of their time assessing and analyzing the online culture of the early 21st Century – and you’ve got some compelling ingredients. I didn’t find Admiration Point entirely successful, due to some significant elements feeling underdeveloped, but there’s a lot here to enjoy and think about, so I’m happy to have played it.
Good stuff first. Much of the game plays out at work, as Maria, the main character, responds to the demands of her work as a exhibition artist at the museum – this means she does things like create 3d avatars for her colleagues when they give talks in online VR, or mock up backdrops or interactive experiences to support exhibits – and decides exactly how far to lean in to her attraction to Sean, a somewhat-older curator. Some of the details of this work can feel a little silly – TikTok clips are ephemeral by their nature, so putting significant effort into preserving them has the air of the absurd – but there’s an impressive attention to the detail that this work would require, and various books and lectures eventually make the case for this study of digital culture.
Throughout, Maria has the opportunity to take on extra projects to get closer to Sean, providing for some engaging choices, and allowing the technological elements of the setting to create unexpected intimacy. At one point in my playthrough, she decided to make an avatar of Sean, building the model from reference photos:
"His knuckles are unexpectedly knobbly, and he keeps his fingernails shorter than the default fingernail length. You adjust some of the knuckle wrinkles, the shade of the arm hair, and the opacity of the skin on the palms."
The relationship with Sean is nicely drawn throughout, in fact. He’s not completely idolized – while he’s smart, charming, and occasionally thoughtful, he can come off a bit smug and patronizing – which adds to the reality of the attraction, and Maria’s physical desire for him comes through in details like those above. In my playthrough I skated on the edge, never pushing for a declaration of love or doing anything that didn’t have plausible deniability, but not losing any opportunities to spend time together, either – so his feelings remained plausibly ambiguous. It’s clear that Maria is getting something positive out of their connection, and sees it as a reason to stretch herself artistically and intellectually, but it also clearly leads to her neglecting her family. There were more than a few moments, playing Admiration Point, when I felt a shudder of recognition at how well the game reminded me of how things were when my wife and I were just co-workers.
There’s one element of the relationship that felt less natural, though, which is the game-mechanical pieces. Once you reach a certain point in the story, a sidebar’s unlocked that shows little icons representing your feelings for Sean, his feelings for you, and his “alert” level. These aren’t explained – Sean’s indicators appear to be based on a weather metaphor, like cloudy to sunny, and since I played it cool his alert level stayed at a question mark. But I found the squiggly circle representing Maria’s feelings for him incomprehensible (though it belatedly occurs to me that might be the point), and the whole rigmarole seemed unnecessary given that the prose was already doing a perfectly adequate job conveying the situation.
Speaking of pieces that fell a bit flat for me, I didn’t find fin-de-21st-Century sci-fi world entirely believable – other than a U.S. that has fragmented into Infinite-Jest-style corporate-branded substates and some scaled-up VR technology that feels at most 15 or 20 years off, not 70, neither technology or culture seem to have moved on that much. That’d all be fair enough – this isn’t meant to be sociological speculative fiction by any means – except for the glaring fact that the game’s gender roles often struck me as a bit retrograde even by 2022 standards. It is established that nonbinary and genderqueer people do have significantly greater acceptance (a major plot point hinges on a study examining how folks from those communities created art in response to a second pandemic in the 2030s), but in terms of how the named cast interact, it feels more 1990s than 2090s. Sean’s instinct is to talk over Maria and treat her ideas dismissively, until he’s called on it; Maria and her husband have a sex life straight out of a period sitcom (he’s gotta have it, she’s mostly frigid); her attraction to Sean is based partially on wanting to take care of him, though “as a woman, [she] like[s] to support other women in positions of power in [her] workplaces” – in fact she often feels “powerless at work.”
Of course, it’s possible that the setting of the game – the Nevadan successor-state of MGM – is meant to be more culturally conservative than future society as a whole. This brushes against another somewhat-disappointing aspect of the game, which is the treatment of Mormonism. The blurb plays up the fact that Maria is Mormon, and so is Sean, as it turns out. But short of her noting the fact that they have a religion in common (without any substantive comment on what that means to her), a sequence where they bump into each other at an LDS event – which could have been equally well set at Shakespeare in the Park or a football game – and one moment where Maria has the option to pray for sleep, her faith and its role in her worldview felt underdeveloped to me. I never got a sense of whether she was a fervent believer, or whether this attraction to someone she wasn’t married to threatened her faith, or if Sean being Mormon as well made flirtation safer, or alternatively, less appealing because it becomes less transgressive. Perhaps the author was worried about making the player feeling proselytized-to – a good impulse! – but I think the game went too far in the other direction; Maria is a strongly-characterized protagonist so having this important part of her identity and experience of the world deemphasized feels like a missed opportunity.
The biggest area where underdevelopment undermines the game, however, is Maria’s home life, which gets maybe a fifth of the word count, and an even lower fraction of authorial attention, of her work. Her husband makes cardboard seem interesting – he never even gets a name over the course of this 90-minute game, and given all the focus on Maria’s job it’s noticeable that we don’t even find out what he does until an hour in (he’s an industrial production manager, god help him). She has a four-year-old who’s occasionally being annoying, occasionally being cute, but who doesn’t seem to take up nearly the space in her attention as most toddlers do in the minds of their parents. But there are very few sequences, or decisions, where these relationships are activated – there’s one point where you need to decide whether or not to stay home from work to take care of your sick child, but it’s primarily framed around Sean (selfishly wanting to go into work to be near him, or selflessly performing familial obligations).
Of course, this could well be an authorial choice, portraying the home as drab and stultifying in contrast to the excitement Maria experiences when she’s with Sean. But often the writing in these segments doesn’t feel like it’s portraying feelings of dullness and artificiality, and is just dull and artificial itself. Like, there’s an interesting subplot at the museum where Maria makes a 3d model of a mommy-blogger to go along with an exhibit of some of her writing; the excerpts are from right after the blogger gave birth, so Maria makes the model a realistic rendition of a post-partum body. This pisses off one of the blogger’s descendants, who wanted a more idealized portrayal. The work sequence is interesting and well done, and gains personal resonance because it’s revealed that Maria had a hard pregnancy with her first child, with a long recovery time, which is one reason she’s reticent to have any more kids even though her husband would like them.
When the incident with the relative comes up in conversation at home, here’s how the dialogue goes, after a prefatory “as you know” phrase establishes that the husband knows about Maria’s work on the exhibit and he asks whether she made the change the relative requested:
“I did not. Postpartum women often sequester themselves and we have few public examples of what their bodies actually look like. Women giving birth for the first time are surprised when they have a baby and can’t fit back into their old clothes after giving birth or sometimes, not ever. My art should depict what we want to exhibit as accurately as possible.”
“Hmm. That makes sense.”
This is not how people actually talk, much less people who are married to each other, much much less people who have feelings about what being pregnant, with the child of the person they’re talking to, did to their own body. It’s a significant missed opportunity, and it’s of a piece with the treatment of Maria’s family throughout, which winds up undercutting the dilemma at the heart of the game – instead of a dilemma hinging on Maria’s desire to be with Sean counterposed with guilt at hurting her very human, very specific husband and kid, her desire is only opposed by abstract considerations of fidelity. This makes the drama significantly less compelling – and, again drawing on personal experience here, it also makes it significantly less true to life.
In many respects these are minor critiques, I should say. Certainly if the good parts of Admiration Point were less good, I’d feel less disappointed by its weaker parts – I can’t help imagine what the game would be like if the quality of writing and characterization were more consistent, so I’ve done my typical thing of harping at length on the negatives in a piece I overall liked. So let me just say once again that there’s a lot to like here, and seeing that the author has written other works of IF – including some that appear to lean more heavily into Mormon themes – I’m definitely interested in checking those out.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. I also beta-tested this game, but didn't do a full replay before writing this review).
The question of generic knock-offs is deceptively complex. Sure, some of it comes down to dollars and cents: you can save some money by getting store-brand Coke, and it all tastes like malted battery acid anyway, so might as well save a buck rather than pay for the label. But when it comes to an experience rather than a product the label, isn’t just an afterthought, but can be an inherent and important part of the texture – in some sense it shouldn’t matter whether or not we think Pericles, Prince of Tyre is an authentic Shakespeare play, but given its clear status as a lesser work, in a larger sense that’s the only question that matters.
All this is well-trod ground, but the Lazy Wizard’s Guide poses the issue in a curiously inverted form – in offering up an off-label Hogwarts, the game loses much of the richness of detail, and the positive associations some players might have lingering from their first encounters with the books and movies. But it also cleanses this Brand X Wizarding World of the lingering stench of Rowling’s loud transphobia, clearing space for more players to enjoy it in good conscience.
And what’s here is enjoyable, even leaving aside all questions of authenticity. The parser-based magic test is a study formula, and tends to live and die by the strength of its magic system, so the choice to de-emphasize setting and characters by invoking direct Harry Potter tropes with their serial numbers filed off is entirely defensible. Admittedly, said system is also not going to win any awards for novelty, since it uses a traditional mix of spellbooks – to permanently learn new spells – and material components – which can be consumed, putting a limit on the number of times you can spam certain enchantments. Similarly, the hoops your fledgling wizard needs to jump through in order to graduate can feel a bit arbitrary – some are clearly ridiculously dangerous, like summoning a vampire, while others, like finding a lost magic rock, are a tad underwhelming.
These authorial choices mean that the overall framework of the game isn’t especially compelling; you’re solving a test because you’ve been told to solve the test. Fortunately, the actual gameplay and puzzles themselves are pleasantly moreish. There’s a canny mix of difficulties, with a gently-sloping curve that successfully builds familiarity with the system and gives the player some early wins while introducing some more challenging obstacles. Alternate solutions are implemented for many puzzles, some of which work around resource constraints in fairly clever ways. And the custom parser is up to the challenge – it doesn’t recognize “it”, but it does have a well-integrated menu-based conversation system for when you want to talk to not-McGonagall, not-Dobby, and not-Ron, so that feels like a fair trade.
As I played the Lazy Wizard’s Guide, I wound up unconsciously comparing it to an entry in 2019’s Comp, Winter Break at Hogwarts. That game really leaned into a recreation of Hogwarts, boasting a sprawling map that largely coincided with the official plan of the school, with book-appropriate set dressing everywhere you looked. But between some iffy puzzle design and the authenticity generating some bad Rowling vibes, I didn’t wind up enjoying it that much. Lazy Wizard’s Guide flips both those elements and comes up with a much more successful formula – sometimes it’s good that you’d never confuse the generic brand for the real thing.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I spend a lot of time in my reviews pontificating about prose style and engagement and puzzle difficulty and all sorts of stuff as though I were some sort of expert, but of course the truth is that’s all just based on having read a bunch of books, played a fair number of games, and written a couple myself – hardly specialized knowledge, since that describes like everyone who writes IF reviews. And subject matter wise I have to confess I’ve never been stuck in an abandoned spaceship, transported to a surreal otherworld that’s a reflection of my undigested trauma, or gone on any sort of fantastical quest at all, so all that’s a strikeout too.
All of which is to say that I was very excited to come across a game where I actually do have relevant experience that most players probably wouldn’t! No One Else is Doing This is all about canvassing – the fine art of knocking on doors (or shooting people an aggressively cheerful wave and “hi!” in a busy public place) to talk to folks about issues, encouraging them to sign a petition, support a candidate or ballot measure, and/or (preferably and) donate to keep a nonprofit afloat. I’ve never been a full-time canvasser, but for many years I worked for an organization that ran outreach operations like the ones depicted in NOEDT across the U.S. (admittedly, the game is set in the U.K.), and besides spending a lot of time talking to colleagues about how they were run, I headed out to turf myself a fair few times to see what canvassing was like. So in addition to assessing the game qua game, I’ll also review how accurately it portrays the experience of canvassing – on its Comp page, NOEDT twice brands itself a “simulator”, so I think this is a fair exercise.
With all that introductory rigmarole out of the way, what’s the game actually like? It’s a short, minimally-but-attractively designed Twine game that briefly introduces you to the situation – you’re employed as a door-knocker by a community union, which I think translates into Americanese as a community-based organization, trying to recruit more dues-paying members to increase your union’s ability to pay its staff and make change (reading between the lines, it appears it works primarily on local issues, primarily housing). After an initial sequence that sees you bundle way, way up – it’s set on a Friday night in early December – you head out on your shift, needing to raise one more five-pound contribution to hit your weekly quota.
Once you hit turf, you’re presented with a dashboard of sorts where you can plan your work. There’s a status indicator up top letting you know how much time’s left in the shift and how much you’ve raised so far, plus warnings if you’re getting too cold or need to use the bathroom. There’s a short glossary explaining some of the (honestly not that technical) specialized vocabulary the game uses. There’s the option to take a break to see to some of the aforementioned needs. And then there’s the list of doors, authentically arranged into two rows of first the odd numbers, then the evens (because of course the most efficient way to work your way down a block is to knock all the doors on one side, then cross and do the other side – this is how pretty much all walk lists are printed).
The meat of the game comes when you select a door. Much of the time nobody will be home (or nobody will answer – not necessarily the same thing!) and you’ll just drop some lit, leaving a pamphlet for the resident in the forlorn hope that they’ll read it instead of chucking it in the bin, and maybe decide to donate to you sua sponte (mostly they wind up in the bin). When somebody answers, you’re given a choice of two dialogue options as you move through your rap (the canned speech you use to tell folks who you are and what you’re doing) and try to make enough of a connection for them to join the union (or just throw money at you so you’ll go away).
Sometimes you’re doomed no matter what you do, of course – the dad in the middle of making dinner for screaming kids doesn’t have time to listen to your schpiel, and the chav in the middle of watching a football game just wants to get back to the telly. And some folks will want to talk to you, but either conclude that organizing isn’t the answer to society’s problems – it’s the fault of bad education/laziness/those Muslims – or that while they’re totally with you, they’re just completely tapped out of time and money. There are a few, though, who will donate if you do a good enough job of figuring out what would motivate them, or at least just get lucky.
This all seems super accurate, as do some of the constraints. It’s cold and miserable out on turf when you canvass in the middle of the winter. There are way, way more doors that don’t open than those that do, and pretty much nobody you talk to has any idea of what your kind of organization is so you need to keep the conversations really basic. There’s not enough time to get through all your turf, and while canvassing skill definitely has an impact over time, it’s totally possible to have a night go totally south because you hit a run of bad doors all in a row (the game is kind of sneaky about this, in fact – most players will probably start out hitting the odd doors in increasing order, since they’re presented on the first row. But the early odd-numbered doors are all pretty terrible, with almost all the donors found on the evens side of the street – it’s sufficiently disproportionate that I assume the intent is for a first playthrough to be miserable).
Breaking from questions of verisimilitude for a minute, all of this is presented in unadorned but solid prose that I think does a good job of capturing the experience, and especially the time and place (it’s set in 2020). Here’s a bit from the bus ride to turf:
"You just about manage to jump on the bus before it leaves. The schools have finished for the day and it’s over capacity, teenagers sitting in the seats marked out for social distancing. The elderly man behind you is wearing his mask underneath his nose. You put your headphones in and try to psych yourself up for the next four hours."
This approach extends to the actual door-knocking, where the conversations are compact and to the point, but do a good job of quickly sketching out the rich pageant of characters you’d expect to come across if you met everyone who lived on a street.
The writing is also where the protagonist’s growing disillusionment with the work comes through. They’re getting burned out, it’s clear:
"He shuts the door. You post a leaflet, impotently, through the letter box."
But this isn’t just a matter of worry that you’re behind on your quota (quotas are totally a real thing, FYI) – the protagonist is also questioning whether this work is actually adding up to social change:
"You don’t have the time to go back and see them again, and most of them will never come to a meeting or an action without support. They’ll just cancel their memberships, probably, and then you’re back where you started."
This is where my suspension of disbelief started to take a bit of a hit. Organizations that do this work don’t typically expect door-knockers to also try to get members to take further actions – or if they do, it’s not during the same shifts where they’re working through a walk list. There’ll typically be called a ladder of engagement, with other staff calling folks who’ve signed up as members to talk to them in more depth about issues and campaigns, invite them to events, and move them into doing more and more. If this community union’s organizing model is just “sign ‘em up and hope they do something,” it’s no wonder their staff are unsure what the point of all their work is!
The other reason the protagonist’s burnout is understandable is that the author’s put their thumb on the scales. As I mentioned above, if you run through the doors in the intuitively correct order you’ll struggle with a lot of empty homes and uninterested residents, and probably fail to raise a single pound, prompting a downbeat ending. But even if you, for some obsessive reason, decide to play the game five or six times and systematically mark down which doors are the best ones – then have to play it one more time because your planned-out “perfect run” got derailed when you forgot to stop for a pee break – and run up the scoreboard such that you raise almost your entirely weekly quota in one night, you’re told as you’re checking in with your supervisor that members you’d signed up on previous nights have cancelled their donations, so you wind up below quota after all.
It’s dumb to feel put out by this kind of authorial manipulation, I suppose – spoiler, everything in every game is authorial manipulation – but still, I think it weakens the work. As I mentioned above, it’s definitely possible to be good at canvassing, or just lucky, and have a good night. And I don’t think it’s critical to the protagonist’s gradual embitterment that they fail – after coming in below quota I was expecting the supervisor to fire me, but she was actually quite chill and philosophical about it. Canvassing is hard, grinding work; many of the organizations that employ canvassers think giving people an opportunity to work on issues they care about means they don’t need to be too punctilious about labor rights and practices; and it is the case that while, at least in my experience, community organizing is one of the few things that can create the power needed to win systems change, much if not most of the time systems succeed at sustaining an unjust status quo even in the face of top-notch campaigning. To my mind, grappling with these issues more directly would have made NOEDT’s critiques more incisive (for that matter, what exactly is the title referring to? I wonder whether it’s an indirect indication that the protagonist’s friends and relations think she’s crazy to be doing this work).
Modulo that one niggle, though, I think NOEDT works quite well both as a look into this important but infrequently-depicted vocation, as well as a portrait of a community, lumps and all – as much as I enjoyed seeing the impedimenta of canvassing show up in a piece of IF, similarly to how I’ve felt when knocking doors in real life I also enjoyed the surprise of seeing who was behind each door, and knowing that while most of them would be dismissive or busy or otherwise disagreeable, there’s a chance of meeting at least a few willing – indeed, excited – to have a quick chat about how to make the world better, if only a little.
I’ll wrap up this way-too-long-by-any-objective-measure review with two last PSAs for those who’ve played NOEDT: first, in the US we’re a month out from Election Day, and that means that if you live here you may soon be getting calls or door-knocks from canvassers for one cause or candidate or another. You definitely don’t have to agree with them or give them money by any means, but hopefully this game can be a reminder to treat them like they’re human beings – the difference between a sincere “I’m sorry, I can’t tonight” and slamming a door in one’s face is really really significant! And second, if you ever are doing any canvassing yourself, the bit here where the protagonist goes out on turf alone, with only a rape whistle for protection, is a very bad idea – always buddy up!
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Let Them Eat Cake lulls you in with a premise that echoes the cozycore vibe of games like Stardew Valley – you’re an apprentice baker tasked with gathering the not-at-all-exotic ingredients to make a cake for a village festival in your new home. The aesthetic is homey as well, with text that unfurls across a background that remind me of my grandma’s old recipe cards, and the portraits of your various neighbors depicted in an appealingly ugly-cute style.
It doesn’t take long for things to curdle, though, since this Twine game isn’t so much folksy as folk horror. The most benign of the villagers is the one who did in her daughter’s fiancé with rat poison; it’s best not to pry into what the farmer’s prizewinning pigs have been eating to make them grow so fat; and the vibes in the mill were so bad I just noped my way out of there before figuring out the exact flavor of wrong that was going on there. It sure seems like your master has got some secrets too, and who knows what really goes on at the festival…
Well, I don’t, I have to admit, since I ran into a bug that saw me stuck in a time loop after bringing the ingredients back to the baker; he told me to make some butter, I did that and poked around the bakery, then the link to gather the ingredients together reset me back to the beginning of the scene, locked into an endless repetition that was horrifying enough but not, I think, what the author intended. Indeed, while the game nails the vibe, it’s in need of some polish beyond just bug-fixing. The prose is evocative, but has lots of typos and is occasionally awkward:
"The farm is run down, as you might begin to wonder that every part of this small, hidden town is. It’s hidden, tucked away so small that it doesn’t register on any of the local maps you’ve seen, but the merchants seem to know where it is."
With that coat of polish, I think this could be a fun, scary game – the contrast between the twee presentation and brutal reality is entertaining, and each of the little vignettes was engaging, with choices that invited me to push my luck (though admittedly the fact that I’d died and restarted a couple times by the time I hit the endless-butter bug, reducing my desire to try the whole thing yet again – since there are so many endings, many of them appearing to be bad ones, enabling undo would probably have been a good idea). So I’ll keep an eye out for a post-Comp release, as I don’t think I’ve yet had my fill.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
In this year's Comp, there’s no author braver than David Gürçay-Morris. “I would like you to directly compare my writing to Joan Didion’s scalpel-sharp prose, please” is a sentence uttered by no sane writer ever, and yet his entry invites the player to do just that. Elvish for Goodbye isn’t just a riff on Didion’s seminal kiss-off to New York City, Goodbye to All That – the author’s note at the end acknowledges a debt to Calvino too, and appropriately enough for elf stuff, there’s some light linguistics as well – but it does take some of its subject matter from the essay, and even redeploys a few specific lines and incidents to its own purposes. Hell, the blurb even uses a quote as its epigram, going out of its way to draw the player’s attention to the Didion connection at the outset rather than take the comparatively-safer option of pointing it out in the afterword! This is foolhardiness taken to the extreme, so while I can’t condone the author’s choices, I can certainly admire the courage on display.
The above could read as though I’m setting up the author for a savaging, trying to buck him up before the evisceration. Nothing could be further from the truth! Elvish for Goodbye is lovely and loving, a literary tribute to a writer who clearly had an impact on the author, and if holding Didion’s model close to mind meant that I was hyperaware of every slightly-inapt metaphor or just-too-long sentence, that’s just the price for taking such a big swing.
(This is maybe an opportune time to say this is another review where I get spoilery. For best results, you should probably play the game – and read or reread the Didion essay – before continuing).
The story of the game is simple. The protagonist, a writer himself, encounters a woman who was among the last to live among the lost city of the elves; she tells him of that city, of the time she spent there, and how that time came to an end (she’s the Didion character, in other words). The protagonist is callow, the writer experienced; he asks questions, she responds. There’s some interactivity – you can pick the place where the two first meet and decide exactly how in-depth you want the protagonist’s questions to be, as well as putting a little bit of English on his reaction to the final revelation of the Elven city’s fate – but this is largely expressive interactivity; it doesn’t seem like the plot or its overall vibe changes much regardless.
I think this was probably the right call – the effectiveness of the game relies very heavily on the mood it conveys as well as the diptych it forms with Didion’s essay, and being able to rewrite the substance or even the sequence of events too broadly would threaten that. Besides, having made my initial choices, I can’t conceive of wanting to go back and make different ones. Indeed, there’s even a passage that underlines this:
"She remarked that one hard lesson of her early years in Wild Idyll had been learning that a tale’s accuracy was far less important than the specificity with which it was told. That those details and particularities, the minutiae of actions and adjectives, were what lodged in our memory, more than a sense of the tale’s 'truth.'"
(Yes, the Elven city is called “Wild Idyll”, an inversion of the Idlewild airport – rechristened JFK after the assassination – where Didion first alights).
The game does a good job with this specificity. Here’s the protagonist reflecting, as a spoken-word performance comes to a close, on the fact that the image he’d formed of the Didion-analogue from her writing and recordings was some ways distant from her reality as a person:
"Of course I didn’t know that at the time, couldn’t have known it, not until after the desultory applause that greeted the show’s end as idol-smashing houselights flickered to full."
This extends to the descriptions of the city, too:
"Oh, those trees! Never before had I seen trees like those of the Idyll: soaring to heaven, their leafy crowns a crystal mosaic sky of greens aglow in golden light, backed in sapphire. These towers of living wood sheltered the great city of Elvenkind. Their immense verticality and spreading canopy formed living caverns in which districts and neighborhoods, each centered about a verdant plaza, were strung together by the grassy esplanades and riverbed boulevards that meandered through the city’s glens and dells."
The writing isn’t quite as clean when it shifts into narrative mode, though. As it turns out, the city was lost because one day, the Elves up and left. Here’s the moment where that’s revealed:
“When Wild Idyll disappeared, those of us left behind–the non-elvenkind of the city–well, I think we half-thought the whole blessed city had blown away! There had been a storm the night before, and while the rain was gone by dawn, a wind had persisted in blowing across the city all morning. For an insane instant the idea that the wind had just picked up the city and carried it away truly seemed like the most reasonable explanation for the Idyll’s sudden absence. We were, after all, always comparing it to a fleet of sails, a field of flags, or a flock of kites.”
There are good images here, but the hesitation of “half-thought”, the adjectivitis and adverbitis of the third sentence, undercut their power. Again, this isn’t anything that I’d normally harp on, but I can’t picture the real Joan Didion saying, much less writing, sentences like these.
Another departure from Didion, this one I think intentional, is that where her essay dwells on the social world she encountered in New York, and the shifting impact that society has on her psychological well-being, the game largely ignores such considerations in favor of an extended riff on Elvish linguistics. We’re told that there are hundreds, if not a thousand, different words the Elves use for goodbye, depending on who’s doing the leaving, their relative social rank, the emotional tenor of the present encounter, and on and on and on. This maybe gets a little tedious – you’re given an option to have the protagonist cut some of the exposition short, blessedly – but it’s all in service of the reveal that there’s one last, most important and permanent word for goodbye (were I tempted to cross-pollinate LA literary icons, I suppose I could label it the Big Goodbye):
"This last ‘goodbye’ was a great equalizer–if such can be said of a word–because it existed in only one form, with total disregard for rank or relation, for being the one leaving or the one left behind. It could be literally translated as ‘goodbye to everything, forever’; or more poetically as ‘goodbye to…all that.’” She made a gesture with her hands which simultaneously took in the world around us, and shooed it all away."
That’s a good punch-line, and reconnection with Didion, but a groaner nonetheless, and exemplifies as well as anything else the tightrope the game has to walk: hew too closely to the original essay, and you risk just saying stuff she said earlier and better, or take it as a point of departure and risk the cognitive dissonance of doing non-Didion stuff in your Didion homage. And I admit that while by this point I felt like the game was doing about as well striking that balance as could be expected, I wasn’t sure the game was worth the candle. My mind was changed by the final few sequences, though. After the elves leave, the woman and her compatriots ruminate on their sudden departure means – apologies for one last lengthy quote:
“I find it much harder to see when things end. Even though I know the truth of this with respect to the small, everyday endings, some very human part of me remains convinced that when it comes to the grand things, those events which define a generation or an entire people for generations to come: those moments, surely, must tower before us, clear to see! … I understood, in that moment when I knew what the missing word for ‘goodbye’ must be, that this was exactly the opposite of the truth: the ending of a whole world is, in fact, the hardest thing to see… The specificity of beginnings always eclipse the tattered endings carpeting the ground of its arrival.”
This is compelling in its own right – to take one potential application among many, I feel like anyone who’s had a serious breakup or gotten divorced would recognize something true in that passage – and it also completes a thought Didion left hanging in her essay; “it is easy to see the beginnings of things, and harder to see the ends” is the opening of Goodbye to All That, and she circles back around to having missed the ending of her love affair with New York by the close of the essay, but simply leaps to her newfound sense of disgust at the things that used to delight her without reflecting on what could have changed and why she missed noticing the shift.
Elvish for Goodbye also has a more regenerative approach to what to make of such endings. The very close of Didion’s essay reads to me like sour grapes; she talks about how the last time she was in New York, everyone was “ill and tired” or had moved away, unconvincingly counterposing this with her idealized moonlit, jasmine-scented Los Angeles life – or maybe I’m projecting, as someone who grew up in the New York burbs and passed a good portion of my twenties in the city, but is still reconciling himself to living in LA despite the fact that I’ve been doing it for fifteen years! But in the game, the city of the elves that passed away is the same as the human city that the protagonist now inhabits, completely different yet completely the same – which feels to me like a more plausible account of the way change and continuity intertwine in the wake of great upheavals, which can make you feel like an exile when you’ve only walked a few steps, or feel like you’ve returned home when you travel thousands of miles to a place you’ve never been.
It takes a little while to get there, but ultimately Elvish for Goodbye transcends being a mere Didion pastiche, and winds up in dialogue with her essay without suffering unduly from the juxtaposition – a neat trick to manage! Indeed, there’s a way in which its vision has the last laugh, for despite the emphatic never-going-back-there tone of Goodbye to All That, some twenty years after writing it Didion did return to New York, and stayed there for the closing decades of her life. The game prompts us to ask, did she come back to the city, or did she find one anew? And what language could she use to describe this combined valediction and salutation? Elvish for Goodbye suggests an answer, though it doesn’t tell us how to pronounce it.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Props to Who Shot Gum E. Bear? – it commits to the bit. In this absurdist detective-noir parody, you’re the one honest private dick (or Jane, actually) in a spun-sugar city where the candy-bar cast are as crooked as they are sweet, determined to crack the case of who offed the eponymous pop-rock-snorting bear. Your tools are a set of standard parser verbs, a willingness to poke your nose where it doesn’t belong (if you have a nose? X ME just says you’re “a street-smart broad with a hard sugar shell but a soft centre”, so like the green M&M maybe?), and the ability to ACCUSE any character of the crime (er, plus the bonus ability to UNDO if you happen to guess wrong).
It’d be easy for the film-noir business to overtake the parodic elements until they were just a layer of surrealism sprinkled lightly over a stale procedural plot, like so much powdered sugar. Bu the writing never lets you forget, in ways both PG and not. Here’s what you see when you peruse the wares at an, uh, adult bookshop:
"You’re never going to look at lollipops the same way again."
Eek.
There are some light puzzles to solve along the way, allowing you to access some locked areas on the small map, and opening up more people/treats to interrogate using a fairly robustly-implemented ASK/TELL ABOUT system. But lawnmowering your way through these will largely just rule out suspects and resolve ancillary mysteries. Success requires the player, not the protagonist, to make a realization, and if you don’t pay attention to the confectionary nature of your surroundings, your victim, and your suspect, you’ll never crack the case, which relies on the player being a careful, and clever, observer of events (or, again, trial-and-error via the UNDO function, not that I would know anything about that).
This gimmick wound up being my favorite part of the design, helping integrate the comedy with the gameplay. Who Shot Gum E. Bear is still rather slight; depending on how deep you want to get into everybody’s dialogue options before you figure out the answer/start spamming the ACCUSE command, you’re looking at ten or twenty minutes, and the mystery is as thin as the central-casting characters – the mob boss Don Toberlone, the tough-as-nails Jawbreaker, the femme fatale Candy Kane. But it’s amusing and clever, so I’m quite confident pronouncing it the best sweets-based murder-mystery of this or any Comp.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. I beta tested this game, but did a full replay before writing this review).
This is my last review of the 2022 Comp, so y’all will hopefully forgive me if I indulge in one of my worst habits, which is opening a review with a meandering personal anecdote that’s only tangentially related to the matter at hand (see, now I’ve lampshaded it, it’s fine) – it’s about my favorite band, the Mountain Goats. If you’re not familiar, for purposes of this story the salient facts about them are a) as good as their albums are, the live shows are really where it’s at, and thus there’s a very robust, band-sanctioned bootleg scene, and b) even in 2005 when this story is set they had a deep, deep discography with hundreds of unreleased songs, limited-run EPs, and albums released on cassette-only record labels lost to do the mists of time, such that even a devoted fan like me couldn’t come close to being familiar with all of it.
With that background set, let me take you back seventeen years ago – I was living in New York City, and cursing my luck because the band’s frontman was coming to the city to do a pair of rooftop shows over the Fourth of July weekend, which was the same weekend an old high school friend of mine was getting married in Massachusetts. The wedding was lovely, I have to admit, but part of me was gritting my teeth with fomo the whole time, knowing I was missing what were surely some awesome shows. Fortunately, a kind soul recorded them, and after a few weeks’ waiting, I downloaded the files – and then was beyond startled to see listed fifteenth on the July 2nd setlist a song called Going to Port Washington. Port Washington, you see, is where I grew up, a Long Island town – technically a hamlet – of 15,000 souls, so unexceptional that its Wikipedia page will put you to sleep (the most notable fact is that we were big in sand-mining in the 1870s). The odds that my favorite band would have written a song about my hometown seemed astronomically small – and I came so close to discovering this at a live show I could have attended myself but for that quirk of scheduling.
That brings us, at long last, to According to Cain. This thing is my jam – it’s a smartly-implemented, beautifully written parser game where you use an authentically-researched alchemy system to delve into the psychology behind Cain’s slaying of Abel, with a list of inspirations that had me nodding my head as I went down the list from obvious (of course Name of the Rose is on there, everyone loves Name of the Rose) to the obscure (I’ve not previously met anyone who knows, let alone adores, Peter Gabriel’s soundtrack to the Last Temptation of Christ, but here we are). So what’s the fomo? While I’m glad to have been a tester and help with the game’s development, part of me wishes I could have just discovered the game fresh in the competition, playing it in its fully formed version and free to shout to anyone who’d listen that they have to play this one (I feel it’s gauche to do that for something where you’re listed in the credits!)
With the Comp coming to a close, though, it’s well past time to sing the game’s praises. To start, for all that the premise is a bit brainy and potentially daunting, it does a very good job of easing the player in. The opening narration gives you just enough to understand who you are, what you’re doing, and why you’re doing it: you’re an alchemical investigator, sent back in time to investigate the settlement abandoned by the first humans in the wake of Cain’s kinslaying, in order to learn the nature of the mark God put upon Cain as a punishment for his crime. It also gradually introduces the tools you’ll use to unravel the mystery of Cain’s mark. You start with a small collection of alchemical reagents, then acquire a reference book you can use to look up the objects, people, and spells that you’ll encounter in your adventure (complete with chatty, helpful marginalia from your mentor).
The rituals start out simple, and directly clued, before growing in complexity without ever becoming obfuscated or overwhelming. There are two basic kinds of puzzles in the game, beyond simply collecting more ingredients to empower your spells as you go. The most straightforward involve using alchemical formulae to wreak physical changes on your environment. These often require you to be creative about looking up possible approaches in your reference book – you might be confronted with a boulder and start casting about for potential solutions, for example – at which point you’ll learn the required ingredients. Second, the most narratively-important puzzles involve unlocking “revelations” – looking for things or places that bore witness to significant events in Cain’s story, then accessing the memories imprinted upon them by applying an appropriate mix of elements. One of the first formulas you learn will tell you the list of required ingredients, but sometimes these encode riddles – you might be told you need to apply salt, phlegm, and the poison of Abel’s humour, say, meaning that you need to figure out which of the four basic humours most resonates with his personality.
This isn’t just a way of gating progress and making the puzzles more interesting than following a recipe – it winds up tying the magic system to the themes of the story, and requires the player to understand, and engage with, the psychology of the lead players of the drama. In fact, one of the things that’s most successful about According to Cain is that all of its elements are cannily judged to reinforce the story’s themes. The landscape, for example, is geologically active as befits a young earth, roiling and burning and churning just as Cain resents his brother’s insolence. Meanwhile, your character is gently characterized, given a bit of backstory that lightly suggests that you can sympathize with the experience of someone driven out from their home and, justly or unjustly, made a scapegoat.
The writing is another strength, as it’s particularly graceful throughout. It’s not showy – in fact, it’s often downright terse – but it’s evocative, nailing the peculiar dance required of parser-game prose by communicating lovely, lyrical imagery while still being concrete enough to allow the player to understand what they’re seeing and how to use it to solve puzzles. Here’s the description of a crow flying across a river:
"As though demonstrating the ease of fording a river, the crow launches from the far bank, soars over the river in a geometric arc, and lands gracefully a few feet from you."
More darkly, here’s the description of a slaughterhouse:
"The planks are a rich tannin color from the sheer quantity of blood spilled. The coloration spreads up the walls, spattered from countless slaughtered animals. You imagine a grim assortment of iron tools and instruments once filled this place. Mostly, it’s the lingering odor here that strikes you."
We’re not inundated with extraneous details, all of which would need to be implemented as scenery and laboriously examined in turn, but it’s more than enough to get a feeling of the places you’re exploring as you perform your forensic investigations and piece together what really happened (as the description indications, SMELL and LISTEN are implemented where appropriate).
The game’s structure is also well judged. It opens up in layers, with a medium-sized map gradually unlocking as you solve puzzles, with progress corresponding to deeper understanding of the story behind Cain’s growing resentment of Abel. While you’ve always got quite a lot of freedom to explore, the puzzle-solving dependencies mean that you’ll likely encounter the different memories in a sequence that piques your curiosity about what really happened between the brothers, as early fragments of knowledge quickly establish that the conventional tale omits key facts. Indeed, the game’s narrative treats all the characters with some degree of sympathy; while Cain is situated as the most important character, and given some clear reasons for his violent acts, he’s not let completely off the hook, just as the bratty, button-pushing Abel is also allowed a few moments of subjectivity before the end.
Do I have critiques? Well, I can think of one, which involves the aforementioned ending, though it’s fairly minor – let me take this behind spoiler tags: (Spoiler - click to show)you start the game with a magic bracelet that will allow you to return to your home, but it’s quickly lost. Fortunately, there’s a replacement that can be found, which belonged to one of the previous investigators assigned to plumb the mystery of Cain’s mark but who died by misadventure along the way. The game frames the question of whether to take this bracelet as a dilemma – you can return it to the corpse that it can be sent back and presumably receive a proper burial – but the decision feels too easy, especially because the protagonist comes down with a fever partway through the game that’s a death sentence if they’re not able to make it home. This is too bad because the downbeat ending where you learn the secret you’re searching for, but must resign yourself to a lonely death in exchange, seems a better thematic fit for the dour, obsessive mood the game conjures up, but to access this more satisfying resolution the player needs to take actions that are clearly counter to the protagonist’s interests.
Again, that’s not much of a criticism – I thoroughly enjoyed my time with According to Cain, and while I feel like it was designed specifically to appeal to me, I think many other players will be in the same boat. And if I didn’t get to experience the pleasing shock of discovery when stumbling upon this gem amid a sea of 70 other Comp entries, well, I can’t have too many regrets, since after all I did get to play it. Highly recommended (oh, so too is Going to Port Washington, I forgot to say! It would make for an unflattering lead-in anecdote if the song was bad, so luckily that’s not the case).
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Okay, this is getting spooky – I’ve had a bunch of similar games come up one after another in the order the Comp’s randomizer handed me, and this time the points of overlap are really uncanny. Remember how in Chase the Sun, the protagonist was a runaway bride, gay but on the cusp of marrying a guy due to family and social pressures, escaping by driving westward, and still wearing her wedding dress? Yeah, new bottle, same wine. You can even get to an early bad ending via a car crash, albeit this time it’s more clearly signposted because what do you think is going to happen if you choose the option that has you nod off while driving? But I gotta ask, did I like miss a TV show or something that’s providing a common jumping-off point here, or is it just a creepy coincidence?
There are some differences, of course. Most notably, instead of the lush forests of western Pennsylvania, here you’re driving through the sun-baked desert at the Colorado-Arizona border, which is obviously less lovely but just as pregnant with metaphor. Less positively, the prose is more inconsistent. Some passages boast a solid, albeit adjective-heavy, invocation of mood:
"It’s sandstone, dust, and dirt everywhere you look, wind-worn and desolate. Large dust clouds rise up, making the sky a grimy blue."
Other times, though, the author seems to get overpowered by their own metaphors:
"You’re on U.S. Route 160, a massive stretch of concrete spanning east to west with almost nothing in between. You could say it’s like a head without a brain – everything’s just swimming in the middle, floating in and out."
I can’t picture how that’s meant to work, and even if I could, it’s even harder to picture what the image is supposed to add to the first sentence.
There are also some typos that make me wonder whether the game was partially written with text-recognition software – “tool” for “tulle”, “ultraviolence” for “ultraviolet” – as well as too-quickly-vanishing timed text, that make the reading process a little sloppy (there’s also mention of an advertisement prompting you to “call 1-800-JESUS for absolution”, which put my down a Wikipedia rabbit hole to see when the US moved to seven-digit phone numbers within area codes – a long time ago, as it turns out).
This inconsistency characterizes the substance of the story, too. While there are at least three endings you can obtain, they’re all varying flavors of tragic, with the differences between them largely coming down to titrating the balance between fleeing your past and confronting it. The protagonist has more than her share of trauma she’s working through, and while I’m sure this is sadly realistic enough and reflects many folks’ experience, as artistically rendered, it falls a little flat. Her mother is a two-dimensionally abusive presence, while her fiancé is a domineering, reactionary preacher who seems entirely motivated by wanting to make the protagonist’s life terrible by marrying her, without a clear view of what he thinks he’s going to get out of the equation. I’m more than willing to accept that such people exist – I mean, look around – but as literary creations, these two aren’t up to much, and similarly, the protagonist’s angst, while dialed to 11, lacks much heft.
The flip side is that the protagonist’s lover is completely amazing, but here at least there’s some specificity of description:
Featherlight thumb brushes away crystalline tears.
Her eyes are stardust.
Galaxies threaded through the freckles across her nose.
A black hole in the scar on her upper lip.
The imagery is familiar and overwrought, but in a romance that’s forgivable, and there’s something affecting in the giddy, cosmically-abnegating delight the protagonist takes in a flaw as small as her lover’s scar.
The other difference with Chasing the Sun is that where that game ended, at least in my last playthrough, in a moment of connection, U.S. Route 160 seems to lead to the pain of final separation no matter what you choose. This is a reasonable storytelling choice in the abstract, but it’s one I found dissatisfying here; since the game portrays negative emotions with less verve than the positive ones, wallowing in sorrow means engaging with the weaker, more cliched parts of the writing, and most of the endings didn’t seem especially cathartic to me, with over-the-top violence sometimes deployed to make up for a lack of emotional heft.
I can understand the impulse to write downbeat narratives; with so many messages of positivity beaming at us through every channel, it can be empowering to reject all that and explore the possibility that it won’t all work out in the end, and posit that both fleeing from evil and confronting it are doomed to fail with the choice largely just a matter of aesthetics. But for that approach to produce an effective story, the darkness needs to be more compelling than the light, like Milton’s Satan showing up his Godhead; unfortunately for U.S. Route 160, here the reverse is true.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
There’s a lot that’s distinctive about the way Andrew Schultz makes games, but one thing that sets him out from other authors is the way he makes families or clusters of games rather than one-offs. He’s recently created a series of chess games, for example (in fact there’s another one coming up at the very end of my queue for the Comp), and his Spring Thing entry this year was a shorter iteration of an anagram-themed mechanic he’d explored twice before. You could think of this approach as being like a AAA game maker who releases DLC extending the base game with small tweaks to the basic concept, but for whatever reason, the metaphor my brain goes to is a musical one, like a band developing a particular sound to make an album, then putting out a short EP or sticking with it for another full release, before reinventing themselves and moving on.
Sticking with that metaphor, Low-Key Learny Jokey Journey is like a rarities and B-sides collection that closes out (at least for now) Schultz’s sequence of rhyming games, which started with 2020’s Very Vile Fairy File. Once again, the fundamental interaction involves reading the name of a room or object, then coming up with an appropriate rhyming couplet to move the plot forward. Confronted with a Mad Monk blocking your progress, for example, you might write DAD DUNK – which fits the rhyme scheme, but doesn’t solve the puzzle:
Alas, no middle-aged man soars into the air, basketball in hand, to posterize the mad monk.
Characteristically for Schultz, this basic dynamic is supported with a range of introductory material, helper gadgets, and shortcut verbs that do a lot to support the player without undercutting the often-challenging nature of the puzzles. The thoughtful design means, for example, that when you come up with near-miss rhymes like DAD DUNK, you’re rewarded with a little gag acknowledging that you came close (some of which are quite funny, especially when the game is gently chiding you for following the rhyme scheme into a juvenile or scatological place – call me immature, but POTTY PAIL made me giggle), as well as charging up an item that lets you skip puzzles that aren’t clicking for you. There’s also a fully implemented hints system, as well as a SOUNDS command that lists common English phonemes in case you want to trial-and-error your way through a particularly sticky wicket.
I found the game quite addictive to play; at any given time, you have a couple of locations open to you, and it’s fun to wander around worrying away at different puzzles and checking out the dynamic, loopily-surreal landscape, always knowing you have a safety net if the going gets too tough. What makes it more Odds & Sods than Live at Leeds, though, is that I didn’t feel like there was an especially strong throughline connecting the different pieces. In my memory at least, Very Vile Fairy File had a reasonably-consistent fairy tale vibe, and a plot that, while serving primarily as a justification for the puzzles, seemed to present a coherent antagonist and set of goals to accomplish. Here, I didn’t feel like the frame story doesn’t establish the Burning Bright Spurning Sprite as especially threatening, and the different locations and happenings felt essentially random – again, quite enjoyable in themselves, but very much a grab bag.
I also get the feeling that the game hasn’t (yet) gotten the full studio treatment. While the game’s overall stable and I didn’t run into too many full-fledged bugs, there is a slight lack of polish that hopefully can be cleaned up. There are some rhymes that seem obvious but aren’t implemented – I know being completely exhaustive would be very, very challenging to design, but I was disappointed all the same that, when I was told I had to create a “spark of nature” in the Sore Souls’ Gore Goals, HOAR HOLES didn’t create frosty receptacles (more forgivably, WHORE WHOLES similarly languished unimplemented). More annoyingly, the SOUNDS command seems to have some omissions (it includes a redundant X sound, despite a disclaimer saying that it isn’t listed, while there’s no Y – seems like a typo. And SH isn’t there at all, despite that sound being the solution to a couple of puzzles), and there are some solutions that lean so far into colloquialism that they feel like bugs (slight spoiler, but you’re probably going to need a spoiler to solve this puzzle: (Spoiler - click to show)if you think “flain” is an acceptable way to create the past participle of “flayed”, I’m pretty sure you were born before the 19th Century).
Schultz has a track record of making many in-Comp and post-Comp improvements, though, so I’m sure these will be addressed in time, which is why I’ve taken the liberty of flagging them (along with several others in the attached transcript). And the bottom line is that this is a lot of fun as a well-designed puzzle collection – gloriously, instead of relying on deep pondering of abstract mechanics, progress here often requires you to chant rhyming nonsense words one after another until you either hit upon the solution or burst out laughing. You can levy aesthetic complaints at a grab-bag of novelty singles, I suppose, but you can’t say they’re not a good time – and it’s just the same here.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
The randomizer continues to send me games that rhyme; You May Not Escape!, much like One Final Pitbull Song, communicates what it’s like to live a marginalized existence through a combination of satire and allegory. This one’s a parser game, though, and cleverly expresses its themes through a slight recontextualization of typical parser gameplay element (in keeping with parser tradition, it’s a lonelier experience too, lacking the found-family gaggle of OFPS). While the ending didn’t fully land for me, and I think the game maybe errs a little too much towards abstraction, it’s still a neat marriage of narrative and crossword, with clean implementation that’s especially impressive for what I think is the author’s first parser game.
Now that I’ve said all that, this is a maze game. Wait, come back! Yes, 90% of the gameplay is wandering around a big, nearly-empty maze, and if you’re allergic to that sort of thing you probably won’t enjoy yourself here (I have to confess, it’s not my personal favorite). But that’s integral to the premise of the game: you’ve been chosen, through a process whose exact operation isn’t clear but which is clearly deeply unfair, to be thrown into a maze. There is an exit, you’re assured by the representative who greets you upon your entry, but it may or may not be unlocked. Still, there’s nothing for it but to try.
This is clearly a bone-dry premise, but it’s not too hard to suss out what it’s in service of. When you ask the representative why you’ve been picked for the maze, he’s a bit shift, but admits “[i]t could be based on any number of factors. Your body, your mind, your home, your clothes – any of these could make you eligible.” As you explore the maze, you come across screens where outside observers seem to be commenting on your situation, sometimes offering not-very-helpful advice, sometimes sending thoughts and prayers, and sometimes vituperatively wishing for bad things to happen to you. And one of the points of interest in the labyrinth is a graveyard with four tombstones – one’s being readied for you, making clear the graves are for those who never escape the maze, while the others appear to be victims of right-wing politics (as best I can make out, there’s a trans woman, a woman who died because she wasn’t able to get an abortion, and some people who were killed by a fire in a gay bar).
It doesn’t take much deductive reasoning to understand that the game is articulating something about what it feels like to face explicit discrimination and hatred, and the implicit challenges of living in a world not designed for you, with the metaphor being sufficiently supple to accommodate several different angles on the idea. It makes sense, then, that navigating your way through the landscape should be difficult, confusing, and fairly depressing. Thus it’s no surprise that exploration is unpleasant: there are lots of twists and turns, with few landmarks and many locations that look exactly the same. Moreover, it quickly begins to rain, soaking you and making the dirty-floored maze muddy as all get-out. And – shocker of shockers – when you get to the exit, it turns out it is indeed locked.
Or at least it was in my game – for the maze is procedurally generated. This is another nice thematic twist, since of course while many marginalized folks face similar barriers, their experiences and circumstances are each unique, and as far as I could tell it worked completely smoothly in my game, which is an impressive bit of coding. So the metaphorical resonance takes some of the sting out of the exhausting gameplay, and the author also provides some support for the maze-averse player through use of an exit-listing status bar that highlights places you haven’t been yet (the ABOUT text also recommends mapping, which would make things much easier – I didn’t, to my regret).
Escape isn’t too difficult, though I’m embarrassed to admit it took me longer than it should have since I failed to notice an important detail (in my defense, there are a lot of random events and atmospheric text that fires, meaning my eyes were starting to skip over some of the words by halfway through). But there are also a few optional puzzles that help flesh out the experience and deepen the metaphor. Many of them are pretty intuitive things you’re likely to try anyway, but once again, the author’s provided some assistance in the form of a STATS command that tracks your progress.
All told I found You May Not Escape a smart, well-designed experience. Personally it was more intellectually than emotionally engaging, since the allegory is fairly dry – I got a deep sense of the protagonist’s discomfort, but since the protagonist isn’t characterized in any real way, and there are no other people that they have a relationship with, their suffering isn’t especially barbed. But I think that’s a reasonable authorial choice, and in some way may be a comment on the stereotypical right brain/left brain split between choice-based and parser games (increasingly inaccurate as the division of IF into those two houses is becoming).
As flagged above, the other thing that didn’t fully work for me is the ending, and what it seems to be saying – but to explain this, I’ll have to back up to the beginning. So the person who meets you upon your entry into the maze is one John Everyman, who says he’s there to answer your questions and advocate for you with the people outside to eventually make your lot in life slightly easier. He’s not especially helpful or sympathetic though, growing truculent through the course of your conversation and eventually berating you for “alienat[ing] your potential allies.” Similarly, among the social-media-style messages you’re bombarded with along the way, is this one “Have you considered voting? If we get more of a majority in six months, maybe we can demolish a few of the hallways.” Suffice to say the game seems intensely skeptical of political solutions to the problems it allegorizes.
So if politics and voting aren’t the answer, what is? Here I’ll shift over to spoiler territory.
(Spoiler - click to show)When you get to the gate, you’ll see that it boasts an inscription: “AND IN THE END, THEY FOUND THEMSELVES RETURNED TO THE BEGINNING.” And sure enough, if you wend your way back through the maze, you find that Everyman has skedaddled, but also that there’s now a sledgehammer waiting for you, with which you can simply batter down the gate. As with most metaphors, this is subject to several readings, but one of the most straightforward is that it’s about returning to oneself, gathering one’s strength, and then simply refusing to be bound by the limits society imposes.
That’s an empowering enough message, but also kind of unrealistic and maybe in its own way not dissimilar to some of the annoying “just try harder” messages you seem ticking across the screens? I’m probably biased because my day job involves public policy, but at least in American society it sure does seem to me that there are a whole host of places where the lives of the most vulnerable can be meaningfully improved – maybe even only be meaningfully improved, at least for now – by voting, gathering coalitions of friends who can sometimes be kinda flaky, and at least starting out by making awful things like 15% less awful, in order to get to the place where true transformative change becomes possible. This is not a very inspiring view of the world, I admit! And far be it from me to lecture folks far more directly impacted by oppression on what their strategy for social change should look like, much less how they express themselves through art. But it seems to me this alternative has something to offer folks who can’t find a sledgehammer inside themselves, or find that in battering against the walls that surround them, they’re the ones who start to give.
Okay, back from spoiler-town. I’ll wrap up by saying that just because I didn’t find the game’s suggested resolution of the dilemmas it raises especially compelling, that didn’t undercut the effectiveness with which it poses said dilemmas. You May Not Escape is a smart game that knows how to weave its themes into its gameplay and its themes into its gameplay, which is a rare thing and well worth celebrating.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
There’s this episode of The Office where Michael needs to fire somebody – appropriately enough on Halloween, when I’m this review. Given his general irresolution, his pathological desire to be liked by everyone, and the extra hurdle that it takes to psych yourself up to firing somebody wearing a vampire costume, he hems and haws all day, having weird hesitant interactions where he sort of starts to fire the person then backs down, drawing it out in a way that winds up being way more painful, both for him and the firee, than if he’d just been able to do the thing. In the middle of this can’t-look-away trainwreck, there’s an interview clip with him where he says “I went hunting once. I shot a deer in the leg – had to finish it off with a shovel. It took about an hour. Why do you ask?”
(When searching out the exact wording of that quote, I found a dispiritingly large number of like Reddit threads where people were in fact asking where this question came from and what it has to do with the rest of the episode. Sigh).
For all that this may be a good guide to what termination of employment looks like, I think it works as well if not better when it comes to breaking up with a partner. Oh sure, you’ll roleplay it out in your head and talk it over with loved ones, and commit to doing it quickly and cleanly. But then they’ll ask a question or you’ll feel weird about how you’re ending things, so you’ll keep talking to try to explain or justify or empathize, and before you know it, you’re forty-five minutes in, there’s blood everywhere, and you just keep bringing that shovel down over and over and over again, despite the twin realizations that a) it doesn’t seem to be doing what you need it to, and b) there’s nothing else you could possibly do except keep on going.
At its best, i wish you were dead captures this slow-motion car-crash through fumbling, authentically-painful dialogue that’s general enough to be near universally resonant. It starts in medias res, with the protagonist in the middle of explaining to their girlfriend why they need to separate. The player starts out as much in the dark as the partner, with only hints at backstory and context showing up in the corners of what each partner says – apparently there was a previous breakup and reconciliation, a question of whether the protagonist has actually been forgiven for some earlier transgression. At every juncture, you have a choice of dialogue options, some of which try to cut things off and simply end the breakup, others that try to respond to your partner’s questions or provide a better sense of why you’re doing this – and despite the obvious understanding that you should just end this horrible, no-good interaction for both of your sakes, inevitably the player winds up gravitating to the choices that keep it going. It’s a lovely marriage of in-game and out-of-game motivations – after all, we want to know more of the story, and doesn’t the partner deserve to know the truth? – and it communicates the queasily squirming horror of this awful situation as well as anything else in IF.
At its worst, i wish you were dead makes you pull up Twitter (RIP) while you wait for literal minutes of timed text to unspool, as though forcing you to hang on each um and ah will somehow make the dialogue feel more realistic, and then buries the strongly-written conversation in histrionic stage directions:
"She turns her gaze to my hands, which fingerprints are tightly against the wood of the table. I can feel the despondency of her eyes, slowly blinking as she nibbles on the inside of her cheeks. She shifts her weight and she crosses her legs, the same position she adopts when she rests her right calf on the seat under her left leg."
Look, we’ve all done this sort of thing as novice writers, feeling like we can’t just run the dialogue on without checking in on what’s physically happening in the room. But we can! This would be 5x more powerful as “She looks at my hands and shifts her weight,” and 10x more powerful as literally nothing.
This dichotomy unfortunately extends to some of the details that get slowly revealed about the doomed relationship being dissected. There’s a canny reversal of sympathies that plays out over the course of the conversation, as you begin to put together the pieces of what’s going on and understand that the protagonist’s motives, and previous behavior, are not wholly blameless and this isn’t the altruistic we-need-to-break-up-for-your-own-good situation they start out presenting it as. That’s a neat narrative dynamic, but I personally found the game overcorrected, and by the end I felt like the protagonist was a profoundly toxic, un-self-aware person to an extent that significantly reduced my investment in the relationship (Spoiler - click to show)(you appear to be terminally insecure and broke up with your actor girlfriend the first time because she went to a cast party; you’re now freaking out because she’s texting with a friend, though admittedly one she might have feelings for). Different players might have different tolerance for these kinds of things, admittedly, but this is another place where I feel like a more grounded, low-drama approach would have been more effective.
Still, when it works it really works – and it did make me bark a stunned laugh of disbelief at something that ultimately wound up as a headfake, albeit it still makes me giggle (Spoiler - click to show)(at around the one-third mark, as you work up the nerve to ask about the person you’re worried has displaced you in your intended’s affections, you blurt out “who’s Link?” and I thought, holy shit, this is a close-perspective melodrama about Gannon feeling two-timed by Zelda, that’s amazing. It isn’t, but wow now I want that game). Ironically, I might have had the best possible experience with i wish you were dead if I’d just brought it to an early conclusion, picking dialogue options that steered the conversation to an ending without revealing too much about how awful the protagonist is, or giving so much space for the bad writing to overcome the good parts. But human nature is human nature, so what was I to do but bring that shovel up for another heart-not-fully-in-it thwack…
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
This is the last of the Texture games in the Comp, and I have to say, up until now part of me has been playing these games thinking to myself “wouldn’t this have worked better in Twine instead?” the whole time. I’m hopefully not too narrow-minded about platforms, but much of the time, I feel like the games haven’t done much with the unique aspects of Texture – like exploiting the built in “verb”/”noun” functionality the interface enables, instead of just allowing one or two choices per passage that would work better as simple Twine-style links – while suffering from the somewhat awkward way the drag-and-drop thing works on a touchscreen, or the way the lack of a scrolling feature means text shrinks as passages get longer. Finally, though, here’s one that takes advantages of the affordances!
The whole of To Persist/Exist/Endure, Press 1 is played via a telephone interface, as a depressed protagonist navigates an interminable, hostile phone tree in search of a flicker of hope. This is another of those short games that eschews plot or characters in order to focus on presenting an allegory for what it’s like to experience a mental health challenge – like Nose Bleed, which I reviewed earlier – and I think this one works. For one thing, the slight irritation of trying to drag the “press” button onto the small numbers representing the different options fits the mood of frustration to a T, and the juxtaposition of these “press” options with the constantly-available hang-up option reflects the omnipresent temptation to just stop trying in the face of so many barriers.
Your exploration of the various options turns up surprises, too, so while the game is basically one-note, it doesn’t feel monotonous. You have an option to switch languages to Polish, for example, which rewrites many of the possible choices into that consonant-heavy language; similarly, the organization you’re on hold with is the Agency of Neverending Happiness and Clearing Out Monsters From Under Your Bed, and fruitlessly attempting to chase down information related to the second part of that mandate was entertaining. You can try to speak with an operator – but of course no one ever answers, you’re just stuck listening to the same annoying musical-hold tune over and over, until it starts to drive you mad. Or you can leave a voicemail, but the system never seems to understand your message.
These are all about how hard it is to escape from depression, of course: you try to reach out, but it feels like there’s nobody there for you, or they’re talking a foreign language. And if you do get someone to listen, you can’t explain yourself in a way that will make them understand (plus, despite how it might sometimes feel, you can’t find a monster to blame; it’s just you, and your broken brain-chemistry). The allegory isn’t especially subtle, but each bit of the phone tree is fleet enough not to outstay its welcome, and none of them are trying too hard to be coy, so overall it worked for me.
What worked less well was the endings – or basically ending, since in all of them the protagonist finally has to hang up, defeated, reflecting that despite all their efforts “everything is the same as it was. And everything is as sad as it’s always been.” Having there be no escape or positive solution is a valid, albeit downbeat choice, but since the game is entirely focused on the phone call and doesn’t set up the protagonist’s negative feelings outside of having to deal with the frustrating stuff they’re hearing on the line, I experienced a mismatch between their feelings and my own – hanging up felt like a relief to me since I didn’t have any context for the baseline unpleasant existence the protagonist must be living.
I think the game would have been stronger if it had laid more of this groundwork, but at the same time, it might have diluted the purity of the concept. Anyway if the worst thing I can say of a game that takes five or ten minutes to play is that while what it did was good, I wanted it to do some additional stuff too, well, that probably means it’s a success, even if there’s space for deeper explorations of the premise.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
These days it’s easy to take a look around and feel like the world is pretty bleak. Sure, it’s perhaps the case that throughout human history the world has generally looked pretty bleak, and it’s just because of the semi-recent memory of the 90s, when the Cold War was over but we were still close enough to World War II that Nazis knew they had to keep it in their pants instead of whining about cancel culture, that we in the west have an expectation that things should be basically okay. Regardless, what with an on-and-off pandemic, a land war in Europe, rising inflation, raging inequality, the global rise of an anti-democratic right, oh yeah and the marching inevitable catastrophe of climate change, it’s understandable that folks get depressed at where we’re at. And compared to where I live in the US, this is maybe especially the case right now in the post-Brexit, post let’s-crash-the-bond-market-by-being-supply-side-morons UK, where Glimmer is set.
This short choice-based game tracks a simple down-and-up arc. On the front end, you’re confronted with a well-written, linear series of shocks and shames, each of which pushes the protagonist – and the player, as their proxy – into an act of forced renunciation:
"On the bus home the next day, you pick up an abandoned newspaper. It’s filled with stories of war, poverty, and environmental destruction.
"You stop reading the news.
"Your manager calls you into a meeting. She’s been asked to make cut backs. There’s a genuine sadness in her eyes.
"You stop going to work."
It all ends with you huddled under a duvet because you’ve had to turn off the heat, disconnecting from your loved ones since they’re all just enacting different versions of the fear that’s paralyzed you, and giving up the last thing there is to give: “you stop caring.” From there, though, a friend visits, bringing tea and biscuits, and choices start to open up as you begin to consider that maybe life can be something other than a monotonic decline.
That’s all there is to it – this is a game you can blaze through in five minutes. And even when you reach the part with options, it’s still quite linear, as you end up in the same place, with almost exactly the same plot beats, regardless of what you pick. I found this did undercut the impact of the story on me, I have to admit, and I wished there was a little more detail, a little more specificity, to help the conclusion land with a bit more force (the friend isn’t given a gender, much less a name). With that said, I can’t fault the message Glimmer ultimately conveys, and overall I did find the game effective, albeit more so the first half than the second. That’s no surprise, I suppose – I suspect it’s easier to convey a slide into depression than communicate an authentic path out of it, especially these days.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. I also beta tested this game, though I did replay it in its final form).
There are always a few odd ducks in any IF competition or festival, and Dorian Passer’s Cost of Living was a whole flock of ‘em in one in this summer’s ParserComp; using a bespoke system that required the user to type single words to fill out an ongoing dialogue between two characters discussing a public-domain sci-fi story – don’t call it MadLibs! – it occasioned some controversy, being disqualified as being IF but not really an example of a parser game, then kinda-sorta-unofficially reinstated after discussion, with the author posting some detailed notes relating the thinking behind the so-called “stateful narration” approach he’s taking and kicking off much discussion in reviews and on this forum.
This time, we’ve once again got an original story juxtaposed against a text written by someone else – here a Chekhov short story, making The Lottery Ticket a competitive runner-up to Elvish for Goodbye in the I-am-going-to-hubristically-invite-comparison-to-a-badass-writer side-comp – but rather than a peanut gallery directly commenting on the story, here what connects the two narrative strands is a bit of thematic irony: the Chekhov story is a compact fable about a man driven to selfish misanthropy by the possibility that his wife might have won a fortune, while the frame story involves a near-future office worker killing time and texting with her roommates while similarly awaiting the outcome of a lotto drawing –
– sorry, I am informed that a group of ducks is not typically called a flock; instead they can be a raft, a team, a paddling, a skein, a badling, a plump, or a brace. I regret the error but honestly, look at all those synonyms, I feel like the ducks have to shoulder their share of the blame here too.
That’s not just a bit – I’m flagging the ridiculous fecundity of the English language to highlight the potential of the sentiment-analysis approach to player input the game takes. Whereas in a traditional parser game, the game only recognizes a few standard bits of vocabulary, plus whatever else the author has laboriously taught the engine to understand, and in a choice-based game your options are constrained to picking whatever’s been programmed in, in theory a player could type nearly any English word into the input boxes offered by the Lottery Ticket and see a reasonable response.
In practice, the design doesn’t fully take full advantage of this flexibility, I think because Passer is trying to walk before he runs. While I found the frame story engaging as a work of fiction, it’s a bit thinner when it comes to interactivity. There are only four places where the player is asked for input, and the results appear to be fairly binary – half allow the player to express whether or not the protagonist attempts to play down her anxiety about the lottery’s outcome with her roommates, while the other half are about matters of taste (being bored by a roommate’s cooking, preferring light or dark coffee) that are essentially aesthetic.
Passer’s written about wanting to deemphasize players’ expectations of agency in terms of changing the plot, since that’s a promise no author can ever fully deliver, in terms of creating so-called “narrational agency” – the idea, as I understand it, is that the player doesn’t alter what happens in the story, but how the story is told. And that’s a fine theory; I don’t mind that these choices aren’t narratively impactful – expressive choice works fine, after all – but they perhaps feel too simple, too reducible to a coin flip, even if that overly facile take ignores what’s actually happening behind the scenes, and even blows past how impactful even these simple choices are. Like, it makes a big difference to our understanding of the story if the protagonist is honest with her friends or if she feels she needs to hide her nervousness from them, especially since she’s said she’ll split any potential winnings with them! Imagine a version of Gatsby where he levels with Nick about how he actually made his money, rather than flashing a fake medal from Montenegro – it’s not at all the same story.
While recognizing this, it’s hard for me to fully let go of the expectations I’ve built up from many many years of playing more traditional pieces of IF – these kinds of toggles just don’t bring the fireworks when other games engage the player in more visceral ways. Still, this seems like a surmountable problem; I’m intrigued by the idea that the engine here could add a second dimension, so that each word’s input wouldn’t be assessed on a single continuum but on two at the same time, or possibly adding granularity so that instead of a positive/negative switch, the system clearly recognized degrees as well… And what’s promising is that the system, because it just relies on an algorithmic assessment of words, could be infinitely malleable, rather than relying on bespoke simulations of particular physical situations or pre-chosen options for its ability to be responsive. This “narrational agency” approach doesn’t have its killer app yet, but The Lottery Ticket is definitely moving things ahead, and I’m looking forward to seeing what might come next.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
In a forum conversation about Lucid, I mentioned that I’ve run across other entries in the “short, surreal, dark” subgenre of choice-based games and found them too personal, or at least too idiosyncratic to the author’s specific preoccupations, to be very engaging. I must have jinxed myself, because just a few entries later, here we are with a stylish, moody game with some attention-getting writing that feels too solipsistic for me to enjoy.
Death by Lightning is presented via a Game Boy aesthetic, with a single static grayscale image that I think is meant to depict a cabin in the Alps; there’s a subwindow with scrolling, pixelated text, and every once in a while you’re presented with two low-context options to choose between. It makes for a stark, tense experience, which is underlined by the first sequence: after an epigrammatic quote, the player is told that “you are a man being sexually penetrated in a hut in the alps.” That is certainly a uh grabby opening, though at least it’s quickly established that this is a consensual encounter. The dynamics are complicated when you learn that it’s your task to distract your partner and keep him in this cabin while some other, undescribed event happens, leading up to your first choice – whether to try to persuade him to stay, or sneak out to sabotage the car. I played through twice: in the first, I opted for persuasion, leading to a branch where I resorted to increasingly-pathetic emotional blackmail before suggesting a sightseeing trip to Rome, at which point the game ended in a form of dissociation, feeling like a tourist in my own mind; then I went back and tried to rip out the car’s wires, but was surprised by wolves and drove up into the mountains, abandoning my lover but I think eventually succumbing to frostbite and drifting into incoherence.
I could construct various theories of what the game is “about” or what it’s trying to say – I suspect the title and epigram [FN1] point to not to literal death, but to ego-death and the possibility of enlightenment through a surrender or submission that negates one’s preconceptions about what enlightenment, or love, or fulfillment, look like, daring blasphemy (typically punished via death by lightning) to attain something higher – which might create some common ground between the wildly varying narratives and thematics in the two branches I explored – but as a text, Death by Lightning doesn’t feel to me like it provides sufficient scaffolding to be confident in the exercise; it’d be not so much extracting Deep Hidden Meaning, but inventing Cosmic BS, as we used to say in my high school English classes.
I will say that there are some sentences here I really liked:
He opens a window and the wind howls hexes. “Christ”, he scans the mountain anxiously.
And the bit towards the end of the first ending I got, the tourist one, talked about “becoming abstract to yourself”, which feels like a metaphor that has something to it. But again, these images never feel like they’re rooted to anything solid in terms of character or theme or narrative, so they fail to make much impression. And some of the writing in the second branch I explored is just not very good – after a series of near-syllogisms about God, the sublime, the erotic, etc., I got this:
Hyper-spiritualism is co-morbid with the path through it.
If I could decode the specialized vocabulary the author is deploying here I might be able to extract some larger meaning from that sentence, but as is it’s pretty clunky.
I’m not averse to doing some work to find value in a piece of writing – and I don’t just mean like Joyce or the accepted dead-white-guy canon, that applies to IF too, Queenlash and Manifest No are some of my favorite games of the last couple of years! But most good difficult writing, in my experience, wants to be read, and is written that way because that’s the only way that particular work could be written. I get the sense that Death by Lightning could only have been written this way, but I’m not convinced about the first part; I think it’s very meaningful to the author, but I suspect they were more focused on that than on making it meaningful to players.
FN1: atypically for me, I couldn’t find a way to crowbar an unrelated personal anecdote into this review, but I actually have one about the poem that opens the game! I’ve read it before, in a collection called Japanese Death Poems that compiles what are called jisei, or poems written in the last moments of the author’s life. The book was a Christmas gift from an ex-girlfriend of mine; I returned the favor by getting her a volume of Sylvia Plath’s poems.
Despite what you might think, we weren’t yet exes at the time we exchanged these deeply seasonally-inappropriate gifts, though unsurprisingly the relationship didn’t last through to March.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Many years ago, I was on a family road trip where I wound up sitting next to my three-year-old cousin for a four-hour drive through New England. The early-summer scenery was lovely, and my cousin was delightful company – and still is, for that matter, albeit the fact that she’s now in college is a deeply unpleasant reminder of the relentless march of time – because, a precociously verbal child, she decided to pass the time in telling stories. These stories had several things in common: 1) she was always the main character; 2) there was always a forest, and a monster (in that order); 3) they each went through setup, rising action, climax, and very-compressed denouement in like four minutes apiece; and 4) the next one started immediately after the previous one wrapped up.
Playing Through the Forest With the Beast, the years melted away until I felt like I was back in that car again, listening to my cousin babble on, albeit it only lasts fifteen minutes and nobody got carsick, which must be counted as improvements on both scores.
What we’ve got here is a short, choice-based game that’s much simpler than the setup, with its glancingly-blasphemous worldbuilding and survival-game stat-box, communicates. You’ve got a mark on your chest that identifies you as some kind of beast to a frightened populace, which you’d think would imply a religious or apocalyptic angle, and an omnipresent set of health and stamina bar charts, plus a hunger and thirst meter, that set you up to expect resource-management sim elements. But the game pretty much entirely consists of just walking through a forest until you get to the safety of the other side, running through a short set of encounters that just sort of happen, without any of them setting up or impacting any of the rest, until you get to a sudden ending.
On the plus side, the game has some of the manic energy of an impatient toddler trying to distract herself. It’s truly impossible to predict what’s going to happen next – I won’t spoil the specific scenes I came across, few as they are, but while some predictably riff off of fairy tales, others go much farther afield (the only scene I ran into in my first playthrough appears to be a medium-length (Spoiler - click to show)Star Trek easter egg). And the simple prose keeps things moving, with a charming amount of editorializing about how exciting everything is:
"You follow the twisty windy road as vines move on their own and trees seem to bend to block out the sun. Time itself seems to have lost meaning back here. Finally you exit out into a clearing. At the far end is a small wooden cabin shockingly built in this forest."
On the negative side, the game also has the attention span you’d expect from an impatient toddler trying to distract herself. For one thing, during the opening you’re asked for your name and favorite color, with the former being mentioned one time in a skippable sequence, so far as I can tell, and the latter never coming up again at all. Similarly, your heath, stamina, hunger, and thirst appear to change only at fixed points, in predictable ways, so despite their prominent placement they feel very much like afterthoughts in play. The same description or plot point can also be repeated in adjacent sentences, as though the author forgot they already established something and thought they had to do it again.
Through the Forest can also feel exhausting, despite its short length: the backdrop is a pretty but very busy set of paintbrush-swirls that does succeed in evoking a forest, but succeeded even better in giving me a headache. Plus, many of the choices are simple, zero-context “do you want to go forward or back, or left or right?” quandaries where it’s impossible to know whether there are better or worse choices to make, which can be wearying, and there are no real puzzles to create deeper engagement.
At least it’s easy; I go through successfully in all three games I tried, and I was curious enough about the paths not taken to jump right back to the beginning those first two times to see what I’d missed. Twice was enough, though – there’s no real payoff to reaching your goal, no sense of how you’ve been changed, and without those elements, the story felt like it often reduced to “and then this happened, and then that happened, the end.” I was very much done after those fifteen minutes were up – though, points in Through the Forest’s favor, it was way easier to bring the game to a stop by closing my browser window than it would have been to bail out of that road trip with more than three hours still to go.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Before you embark on a journey of revenge, says the proverb, dig two graves. It’s an admirably pithy way of foregrounding the corrosive effects of giving yourself over to the single-minded pursuit of vengeance, even if it does raise some practical questions (if you dig them before you leave on a journey, does that mean some poor schmuck of an undertaker has to haul two rapidly-moldering bodies all the way back to the graves? Seems inefficient!)
Sadly, I can’t tell you whether HOURS grapples with the psychological and logistical complexities raised by the adage, because bugs meant I failed in my quest to assassinate the Shogun of the game’s techno-magic empire; his legions of soldiers stymied me just for a moment, but “I need usable code to the right of =.” ended my journey right quick. I can relate that I did not excavate any tombs at the outset, and in fact launched into this quixotic adventure without much in the way of forethought at all. The protagonist is a soldier in the Shogun’s army (initially nameless, though later it’s revealed he’s called Jack so he probably should have stuck with him man-with-no-name schtick. At least he makes out better than the poor Shogun, whose parents called him Charlie) – sorry, lost the plot there for a moment, a soldier who’s told by a ghost that he’s gonna die, so he might as well assassinate his own leader.
Lest you think I’m bottom-lining this in too conclusory a fashion, here’s the passage in question:
According to an apparition you saw on the battlefield, you had less than a day to live.
“How?” you asked. After all, you didn’t feel any different from usual.
“It may not look like it, but it’s your injuries. You’ll die soon.”
“…”
(Jack is a master of JRPG-protagonist ellipses).
“You will die by dawn tomorrow.”
You pull an arrow from your arm and tear a piece of cloth off a corpse to use as a bandage.
“…”
“Nothing to say?”
“…”
(See? I told you!)
“Well, since you’ll die anyway… I have a little favour to ask of you in the last hours of your life. Could you help to assassinate the Shogun of your nation? I’ll keep you alive with magic until dawn, but that’s the most I can do.”
Jack is quickly teleported to the capital city, leaving him with only five hours to spare, so he immediately – rents a room in an inn (hopefully an option to invest in his 401(k) will be added to a post-Comp release). While you have the option to mope around until dawn kills you, you can also just march down to the Shogun’s castle and launch a frontal assault on his personal bodyguard of hardened mercenaries, which isn’t suicidal because Jack just remembered he has a magic sword that can kill people if you stab where they used to be – this makes for a badass fight scene though also makes me wonder why he doesn’t just head to the hospital where the Shogun was born and skip some steps. Anyway after interrogating the lone survivor about some heretofore-unmentioned magical soldiers, Jack heads to a slave auction where poor captives who seem to have X-Men style superpowers are tortured and sold to the highest bidder (I’m not sure what level of Econ Shogun Charlie got to in college, but his failure to establish a monopsony here feels like a major oversight). And then the aforementioned bug brought proceedings to a halt.
I’ve been making fun, but honestly, I was disappointed not to see where things ended. HOURS has the demented, incomprehensible energy of the kind of anime I occasionally was able to watch when I was a kid in the early 90s, where someone at school’s uncle’s cousin stayed up until midnight to tape a poorly-dubbed episode from two thirds of the way through the run of some show you’d never even heard of before and never would again, except the station wasn’t paying attention to the timings so it cut off right before the end so they could run a Thighmaster infomercial. I can’t say that it’s good, but I was carried along by its silly enthusiasm for a while, even as I was MST3king it in my head – and getting any kind of emotional response out of the audience is something a first-time author can be proud of. HOURS isn’t an especially auspicious starting point, no more so than a two-grave cemetery, but here’s hoping the author’s journey into IF creation comes to a better end than Jack’s quest did.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
(With apologies to Leonard Cohen)
Well, my friends are gone, and my hair is grey
I got to the end but I’m not sure what I just played
I’m crazy for IF but I’m rating this one blargh
The cover pic’s Big Ben but I’m talking about the Tower of Plargh
I asked Andrew Plotkin, “are these puzzles tough
Or is it just that they’re not explained enough?”
Andrew Plotkin looked at me like I was from Camargue
It’s all trial and error in the Tower of Plargh
First you drop an egg in rooms with funny names
Then a voice from above has you playing silly games
I looked up the list of Inform actions and ran through them in a slog
To solve the monkey puzzle in the Tower of Plargh
The scenery is implemented never
And you are as good-looking as ever
If you like descriptive detail, you will say “argh”
'Cause there’s not much to look at in the Tower of Plargh
Four times you need to get to the next floor
The map’s always the same and the clueing’s rather poor
There’s one typo that shows up in almost every room
Who put us in this place, and why are we collecting golden cruft?
Who’s the voice on the other side of that big red button we push?
Pondering these questions puts me into a mood of gloom
Now I’m closing down the game, and I won’t be back
There are 70 other Comp entries, and I’ve got to stay on track
I’ll remember this one though, even through a bit of fog
At least it wasn’t a dumb apartment, it was the Tower of Plargh
Well, my friends are gone, and my hair is grey
I got to the end but I’m not sure what I just played
When critiquing first-time authors, I don’t like to flog
Still, I hope your next game will be better than the Tower of Plargh
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Stop me oh stop me if you think that you’ve heard this one before: so you’re playing this game where you’re an interstellar thief pulling a heist to relieve a space-governor of his space-crystals, when you get rumbled by the fuzz, except while that all sounds supremely fun it’s actually just the quickly-dispensed with, non-interactive backstory justifying why you’re forced to make a blind hyperjump and wind up lost in space – until you come across and board a derelict vessel, which holds the promise of rescue if you reactive enough of its broken systems to scavenge for parts, though since the crew’s all dead and the superficially-helpful ship’s AI seems alarmingly erratic it’s clear danger could be lurking where you least – or rather most – expect it…
Zoomed out to this level, ALWNS might as well be called “Space Game” – it wouldn’t be much worse than the actual, horribly-generic, title – because anybody who’s played much IF has probably encountered this scenario dozens of times. There’s a slight variation here because I feel like this type of game is usually parser-based, while this one’s a puzzley Twine game that has the same adventure-game type interface I discussed in my One Way Ticket review (click on highlighted objects in location descriptions to examine them in more detail, open up your inventory if you see an opportunity to use one of the things you’ve collected – 95% of the time the only action verb available is “use”, in fact). But if I were to describe a puzzle at random, or similarly highlight one of the plot beats, you’d probably roll your eyes and say been there, done that.
Given all of this, you’ll forgive me for being surprised that this game is actually great. It’s by no means going to set the world on fire with innovation, but it executes on its premise with well-designed puzzles, a nicely pacey plot that boasts at least one clever twist, and character-focused writing that’s way, way, way above the standard for this sort of thing – plus there’s a fair degree of nonlinearity, bonus objectives, and player agency allowing you to make the story your own, on your way to getting one of five different endings or collecting a half-dozen achievements. Sure, there are a couple of puzzles that could use slightly better signposting – though there is an in-game hint system and a robust walkthrough – and if you’re completionist about running through conversation topics with the AI, the middle part of the game can feel a little quiet. But these are small niggles in an entertaining and dare I say even slightly heart-warming take on a classic premise.
Let’s start with the puzzles and the overall game structure, since while they’re well done and important, they’re not what makes the game sing (spoiler: that’s the AI). As you’d imagine, there’s a MacGuffin or two that you need to recover from the ship in order to get the coordinates you need to make your way back to civilization, but various ID-locked doors, nonfunctional elevators, and areas of hard vacuum need to be surmounted in order to find and retrieve them. For the most part, solving these challenges is satisfying without being too tricky – you’ll fix robots, look up schematics, and gain false credentials. There’s also a pleasing variety of puzzle mechanics, from simple use-x-on-y stuff to figuring out a crew member’s ship ID based on their favorite order in the dining hall, and even, in a memorable set piece, using a chair’s ergonomic features to defend yourself. There are a couple of places where things can get a little clumsy – I was stumped for a while on an early puzzle because instead of being able to directly input the passcode I’d deduced, I had to go back to an earlier clue so the game could acknowledge I’d figured it out, and there’s one (optional) chemical-mixing puzzle that doesn’t clearly signpost why you need a source of antimatter different than an easily-available one you’d already used for a previous puzzle – but these are very much the exception, and if you get stuck, you can take a quick nap in your ship and get a hint while resting.
As for structure, the underlying rhythm of the game involves unlocking a new set of areas, exploring them, and discovering new items or information you can use to solve puzzles that in turn unlock the next set of areas. As you go, you’ll also uncover more about the members of the ship’s crew – they all have their secrets and hidden agendas, of course, that you can plumb by gaining access to their personal datapads and video recordings of their final days, just like in any good System Shock riff. As with the rest of the game, it’s nothing fancy, but it’s effective at sustaining player interest and injecting regular novelty into the proceedings. It’s also one of the things that makes your AI interlocutor, Solis, so compelling – you converse with the computer via terminals located in each room, and as you open up new parts of the ship, you get new dialogue options where you can ask about what you find and the facts you discover.
Solis is the heart of ALWNS, as it turns out, both because the narrative hinges on plumbing the depths of its character as you talk to it about the terrible things it’s seen, and done, in the catastrophe that befell the ship, and because unraveling its motivations form a sort of metapuzzle that undergirds the whole game, with your ending largely determined by how many layers of the onion you’ve pulled back. I realize that laid out like that, it sounds like conversing with Solis is a chilly game of mechanical-cat and organic-mouse – but here’s the thing: Solis is funny. Actually, the whole game is funny – I probably should have mentioned that earlier? Here’s the line telling you that your ship’s gotten lost:
"Your navigator is telling you you’re inside the core of a blue-white supergiant in the Hyades cluster, which you’re pretty sure is not correct.”
But most of the comedy comes from Solis, who’s got a great sense of comic timing for a bunch of superconductors. It initially greets you with a chirpy “it’s nice to meet you too, random organic person!” (which, not going to lie, feels like the subtext of 90% of my in-person interactions these days), and when you try to get it to comment on a boring hallway, it makes up a limerick to entertain you – then comes up with a second, even worse/better one, if you press the point!
It’s not all fun and games, though, and as you make your way through the ship you get the chance to engage in some deeper conversations with Solis, about its function and place in the world – as you quickly learn, the inhibitor programs that typically keep AIs on a short leash have degraded during its long isolation – its feelings about the different members of the now-deceased crew, and its curiosity about the rest of the galaxy. Again, these are exactly the topics you’d expect to come up in a game focusing on an AI as the main secondary character, but the writing here is really strong, fostering an empathetic connection with Solis even as the player knows that it doesn’t seem 100% trustworthy.
ALWNS’s success isn’t purely down to craft, I should say: near the end, there are a couple puzzles that feel fairly novel (I was partial to the janitorbot security code one), and there’s one narrative twist that I didn’t see coming, with the narrative zigging when I thought it was going to zag. I don’t want to spoil that, except to say that it made the ending I was going for even more satisfying than I thought it was going to be. Still, if the other 95% of the game hadn’t been executed at such a high level, these last bits of legerdemain would have felt like lipstick on a pig, rather than the final flourishes drawing attention to how cleverly the magic trick’s been done. Between the generic title, abstract cover art, low-key blurb, and long playing time, I worry that A Long Way to the Nearest Star might not get the attention it deserves, which would be a shame – just about any IF fan would find something to enjoy here.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. I also beta tested this game, and didn't do a full replay before writing this review).
It’s been many years since I’ve read any fantasy fiction, but my sense is that slightly-generic medievalish fantasy is rather passe, with post-Game of Thrones grimdarkery and settings drawing from a broader set of cultural touchpoints being where the current action is at. This seems a healthy progression, all told (albeit I personally prefer my ruthless political maneuvering to not be accompanied by too much torture and rape, thanks), but I have to confess that having read reams of Tolkein knockoffs and callow Arthuriana in my younger years, I still have a soft spot for the earnest sort of fantasy offered up by the Princess of Vestria.
This Twine game sticks to the archetypes: you play the eponymous royal, traveling incognito on a quest to a fractious province to track down the dark magician who’s put a curse on your brother. You get the expected farrago of proper nouns setting this all up, with some early infodumps that are perhaps a little overlong given that everything here is played decidedly straight, but it doesn’t take long to suss out the important facts and characters, and the very familiarity of the setup enabled me to get into the action pretty quickly.
There’s an impressive amount of responsiveness across this fairly-long game – while the overall shape of the journey appears to be roughly constant, there’s a lot of scope to make different choices that will impact what the trip is like and how prepared you’ll be for the endgame. For example, in my playthrough, I accreted a frenemy-style sidekick who played a central role through the whole middle third of the game, but you can decide not to bring him along, which would substantially change the feel of this section. You can also determine whether, and to what extent, to delve into a tome of forbidden lore that can teach you some magic abilities, and while there’s a somewhat complex backstory that explains what’s happening, much of it appears to be missable. The most fun element like this for me, though, was the opening, where you’ve only got time to make a few preparations before embarking on your secret quest – I’m not sure how much the specific choices of how much money to bring or whether to risk carrying your signet ring branch the story that significantly, but they feel satisfyingly weighty.
The game does have some woolier aspects – there’s a timed puzzle that feels a little too abstruse (though it’s possible to brute-force), there are two different risk-cushioning mechanics (extra lives and luck) that are a bit redundant, and the tone can be a bit inconsistent, with the protagonist sometimes presented with rather more cutthroat options than the genre and characterization would seem to support. I also found the final confrontation a bit unsatisfying; it definitely works well as a mechanically-complex, high-stakes climax that pays off your preparations, but given all that I’d learned about the antagonist over the course of the game, I would have preferred there to be more options to talk and at least try for a nonviolent solution rather than having it jump straight to a fight.
These flaws didn’t do too much to undermine my enjoyment of the game, though. Sure, it’s IF comfort food, but there’s absolutely nothing wrong with that when it’s as well-served as it is in the Princess of Vestria. A whole Comp of this stuff would be cloying, and I’m not regretting that I don’t read much of this stuff anymore, but it’s nostalgic fun to dip back into a game like this, like eating your mom’s old meatloaf.*
* I’m vegetarian, but when I was growing up my mom had a great meatloaf recipe, and the one time she tried to make tofu it was awful – it was the 80s – so I’m sticking with the metaphor.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
We are all, every one of us, unique perfect miracles, with thoughts, experiences, beliefs, feelings, likes, dislikes, hopes, dreams, fears, (and bodies) that combine in unrepeated and unrepeatable ways to make us the individuals we are. But simultaneously, sometimes demography is destiny, and am I am betting that like 99% of the people who share my particular niche – early 40s bookishly-nerdy guy – also like House of Leaves. For those of y’all who haven’t read it, it’s an early-aughts pomo horror story that centers on a documentary made by a man whose family house is being overwritten by – or perhaps always connected to – an infinite, empty labyrinth. But the story of the documentary is surrounded by several other layers of narrative and commentary, including a film scholar who deconstructs the story as fast as the documentarian constructs it, which are set off through various cool typographical and word-art flourishes.
This is maybe an odd way to start a review of Blood Island, a choice-based reality show/slasher flick mash-up, but in some ways they’re doing a lot that’s similar. Blood Island’s engagingly-written narrative also centers on a horror movie (the slasher stuff pre-empts the reality TV, obviously enough), and also includes a bunch of media criticism intended to prod the audience the think about the tropes that it’s deploying. But unlike House of Leaves, it mashes all the different things it’s doing into a single narrative thread rather than imposing any kind of structure, and it neglects the emotional core of the characters at the heart of its story. It’s also way too excited about the media studies stuff, leaving the whole package unbalanced, as though the Camille Paglia chapter of House of Leaves took over half the book. When Blood Island is doing the thing that it’s trying to do, it works pretty well – but it spends way too much time talking about the thing rather than doing it.
So what is the thing? Well, as the genre mash-up indicates, it’s looking at the commonalities between slasher flicks and reality shows about dating – and spoiler alert, many of these are about gender. Thus the setup: you play a new contestant on a reality show where you’re isolated in a lovely beachy paradise with a bunch of other hot singles, and if you’re ever not coupled up, you’re at risk of getting sent home. But the previous season of the show was interrupted when a masked maniac stuck a cake knife into the back of one of the cast members, so as you’re gearing up to find love (or lust) you also need to worry about whether the killer’s also returned.
It’s no spoiler to confirm that yes, they have. As a result, there’s an engaging split in gameplay, because even as you’re picking which of the various bachelors and bachelorettes you want to get to know better (you can choose any gender identity and sexual orientation for your character you like; the game doesn’t care a jot, which is an enlightened attitude though does make scenes like the one where the other contestants are staring at your wet-tee-shirt-clad, heaving chest land a little a differently when you’ve decided your character is a middle-aged dude in mediocre shape) you’re also getting glimpses of the killer and deciding how to evade or confront them. It doesn’t take long for things to escalate drastically, with set-piece dates – a romantic scuba-dive! – turning into set-piece murder attempts – uh oh, there’s chum in the water!
Anyone who’s heard the phrase “Final Girl” will get why these two genres are being smashed together. The producers of these entertainments have a clear view of the mix of voyeurism and sexual moralizing that they expect their audiences to bring to the table, for one thing, and the process of winnowing a diverse cast down until there’s just an attractive white girl standing I’d assume plays out similarly in both.
Unfortunately, rather than juxtaposing these elements and creating space for the player to tease out the parallels, the game wants to like engage you in continued Socratic dialogue about this stuff to make sure you aren’t missing anything. Very frequently, the action will screech to a halt so one character or another can ask you why you think people like horror movies, of whether you think the killer is going to intentionally target people who drink and have sex, or what the formula to a successful reality TV show is. In a few places, this is OK – it makes sense for the contestants on one of these shows to reflect on how they work – but when these conversations are happening when you’re still bleeding from barely fending off an attack it feels deeply artificial. Beyond this being a suicidally bad idea from a strategic point of view, there’s no diegetic reason connecting the killer’s behavior to movies – it’s like spending your time unpacking the storytelling tropes in the Godfather trilogy when the real-life mob has put out a hit on you.
It could be the case that this is intentional, that the author is trying to undermine the emotional engagement of the various scenarios the game creates. Some late-game plot elements maybe reinforce this idea: (Spoiler - click to show)so first, the character you’ve spent the most time with gets brutally murdered ¾ of the way through the game, which tanked my emotional engagement because I didn’t care about any of the rest of them, and knew that I’d survive to the end. And second, if most people in my specific demographic know House of Leaves, just about everybody in my age group knows Scream, and are probably going to think about it when an early sequence involves identifying the “rules” of horror movies – so having the twist here be exactly the same as the twist in Scream seems like a really questionable choice if you wanted to maintain tension. But I don’t understand why that would be the case! Indeed, when the Postmodern Studies 101 stuff recedes, some of the dating pieces can be cutely fun, and the killer’s various stratagems for getting at you often exhibit the mix of viciousness and humor you see in good slasher movies (or so I’ve heard; I’ve actually seen very few, I must confess). As a result, I can’t help wondering what a version of this story where the media crit stuff was separated out would look like – dare I say that the “Stateful Narration” approach Dorian Passer has taken in his recent games might be an interesting fit? – not only would that make the narrative aspects more compelling, I suspect they’d also prompt the player to engage more with the bigger questions the author is trying to frame, since they’d no longer be at war with the story.
Before closing, I have one more critique of one detail of Blood Island’s implementation, but it risks ruining the game – I wish I didn’t know it – so I’m going to spoiler-block it. Read at your peril.
(Spoiler - click to show)So in my playthrough, I chose to romance/make friends with Mona, who’s described as a jaded cynic – I am not a reality TV person so focusing on someone who was also not in the tank for this stuff seemed appealing, plus she’s Middle Eastern like my wife is, I dunno maybe I have a type. Anyway! I was surprised to find that despite her initially-crusty demeanor, she very quickly seemed to click with me and starting talking about e.g. how romantic the starlit night. On a hunch, I tried starting over and dragging the bookish, 20-something ingenue on dates, and sure enough, but for a very, very few bits of introductory writing, everything down to the specific dialogue appears to be the same regardless of who you pick. This even extends to changing the identity of the killer, so that the story plays out in exactly the same way, with almost exactly the same way, each time. I’m not one to harp on authors for not spending time writing a bunch of words no-one will ever see – I loved the completely-linear January, for example – but if the game is asking the player to engage with its characters and framing the choice of which one to build a relationship with as significant, having their personalities be completely interchangeable feels like a dirty trick indeed, a betrayal of players who approach the premise sincerely.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. Also, I beta tested this game and haven’t done a full reply, so caveat lector)
The second of the big parser puzzlefests in this year’s Comp, Arborea is a decidedly queer duck. It satisfies the expectations of its genre by providing a host of clever condundrums, but the plot it presents is enigmatic and oddly elusive – instead, it relies on a strong sense of theme to unify its disparate parts. Despite its old-school vibe, I can’t say I’ve played anything else quite like it, and while not every swing it takes connects, there’s more than enough creativity here to make Arborea worth a visit.
There’s very little setup provided before you’re thrust into the game – you’re told that you’re in a simulation and that you’ve got to retrieve a “kernel” (yes, of course it’s a pun), and then you’re left to your own devices in the middle of a sea of trees. This isn’t a maze, though; it’s a clever puzzle that requires you to identify a few different kinds of trees to unlock passages to eight different areas, each with a distinct theme built around said tree. A pine tree points the way to a Norse encampment holding a wake for a dead thane; a bodhi tree to helps you navigate to a mountainous region populated by monks and demons; an oak tree leads you to Renaissance England. There are people to meet and puzzles to solve in each area, though typically you don’t have a clear goal other than to go everywhere and surmount clear barriers when they present themselves – it’s about exploring and experiencing each area, rather than advancing any particular agenda.
The primary motivator, then, is the puzzles, and they’re a curious lot. Some are quite traditional item-swappers, but you’ll also help a monkey find a friend, clean a pirate ship with a slightly kinky crew, and solve a math puzzle in the mountains. Then there are those that are deeply nonstandard and rely on typing commands of the sort parser players have been trained to expect not to work – telling the game why or how you’re doing something, rather than just what you’re doing. These are interesting puzzles and I can see how from a certain point of view they’re fair, but since I think in most cases the player will have figured out the solution but not the exact command the game will accept, they wind up being frustrating; best to have recourse to the walkthrough in these situations.
Regardless of these rough patches, this is a solid, enjoyable set of puzzles, with enough interconnections between the different sub-areas that I liked the chance to wander around unlocking new paths and seeing how an object found in one could be used in another. And while at first the mishmash of settings and tasks struck me as too much of a grab-bag, as I settled into the game’s groove I realized that each place I was visiting had a different story to tell about humanity’s relationship with trees. Admittedly, sometimes these were a little thin – the pine forests felt mostly incidental to the Viking bit – or felt too dark for what’s generally a lighthearted game (I’m thinking of one section in particular that deals with American slavery; the player gets to take some satisfying action here, but it represents a tonal swerve I’m not sure Arborea fully pulls off). But there were several areas, largely those dealing with our economic exploitation of trees, where I felt the theme land quite powerfully.
To sum up – well, this is a hard game to sum up. It’s a big one, made up of many pieces, and the endgame sequence, which is quite distinct from the main body of the action, doesn’t provide any unifying answers. But for all that many of its scenes and set-pieces are stuck in my memory even now, several months after having tested it – if it’s kind of patchy, and more about the journey than the destination, well, I suppose that’s appropriate for a wander through a forest.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I always feel a bit like a fraud when I play work of IF and my strongest reaction is to look at the art and go “oooh, pretty” – like I’m getting distracted by superficial fripperies instead of engaging with the words and mechanics that are the bread and butter of the genre. But hopefully that’s a forgivable response to something as lovely as Under the Bridge, a short you-are-the-monster Twine game whose creepily evocative animated drawings instantly communicate, and deepen, the vibe.
That isn’t to say that the premise or writing are bad – far from it! I actually really like the setup, which has an elemental, fairy-tale power to it. You play a man-eating beast who’s been driven from their usual abode by perfidious humans, and find shelter under a bridge. Three times passers-by tromp across the bridge, and three times, you can choose how and whether to reveal yourself, when to speak and when to feast. There aren’t a lot of words wasted communicating this minimalist setup, but those that are there are used to good effect. Here’s the aftermath of my first attack, spare prose detailing the wildlife around the bridge:
Frogs with too large eyes, flies that congregate at the left-over pieces of flesh, birds that caw a little too loudly through the quiet forest.
The gameplay is grabby too. You almost always just have two choices of just two or three words each, but the author does a good job of conveying the stakes for your decisions while providing all the information the monster should have – sometimes you need to act under conditions of ambiguity, but it feels fair because the uncertainty feels baked into the situation, rather than being introduced by the author to make you sweat over your options. And the choices feel like they matter; I only played once, but I get the sense that there are a number of different potential endings (I got an accommodationist one where I made a deal with the villagers only to eat the bad people, because even when play-acting as a cannibalistic abomination I can’t stop being a boring liberal).
But as I said, all this pales next to the art. The first image you see when starting the game is an antlered skull rendered in a black-on-black scrawl, with stark white eyes and a queasily animated halo flickering behind its horns – if I saw that coming at me from under a bridge, you’d better believe I’d run. There are similar images interspersed through the story, all working from the same limited palette and establishing a richly threatening energy that nicely accentuates the text (the flip side of this emphasis on aesthetics is that there are blurred-text animations that fire off between passages – this technique is a near cousin go the hated timed-text mechanic, but thankfully the transitions run sufficiently quickly that they don’t get annoying).
This year had some great EctoComp games, so those in the market for something spooky are spoiled for choice, but regardless Under the Bridge has you covered for getting into the Halloween spirit – it’s a moody little slice of horror that’s as assured a debut as you’re likely to see from a first-time author.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I was reading Andrew Schultz’s thread on games set in all 50 states the other day, and feeling surprised everybody was blanking on contenders in the great state of Pennsylvania – it’s big, with a couple major cities, a good amount of history, what’s not to like? Well, I must have been tuning into something, since after The Counsel of the Caves, we’ve now hit our second Pennsylvania-set game of the Comp. The protagonist of Chasing the Sun isn’t a native, admittedly: she’s from Vermont but fleeing a bad marriage and a mysterious slow-motion apocalypse (wait – is that you, Nitocris?!) With the sun stopped low in the sky and an unnatural, deadly storm creeping west across the Atlantic, she starts to run out of gas as she hits a forested part of the state, which is where the game opens.
So far what I’ve described would fit a horror game – at first the premise reminded me strongly of 2020’s Alone, for example – but the mood in Chasing the Sun is far more contemplative, and the language is lush and literary. Here’s one of the opening paragraphs:
"The sunless Pennsylvania Wilds zips past your car windows — trees upon trees upon trees. Green as envy and swollen with humidity. You are surrounded and far, far away from home. The road ahead is quiet. The air is breathable. The cabin of your truck is dry and covered in trash and bridal lace. You’re alone and you’re not dead yet."
The sentence lengths could use more variation – ditto with the choice of verbs – but still, this is a well-written bit of prose, setting a high bar for quality that’s sustained through the twenty minute runtime, albeit with the occasional hiccup (there’s a mention of the onrushing storm “dragging its clouds towards the id-soaked sunset”).
Similarly, the gameplay doesn’t have you making tense, high-stakes decisions as you squabble for supplies with other desperate survivors. For the most part, the drag-and-drop Texture interface gives you two options in each passage, one which allows you to move some kind of examining or exploration action onto a couple of different nouns to go deeper, and one that moves the game linearly forward. Later on, you fetch up at a farmhouse where gas and other necessities are freely available, and you get into an intense conversation with a woman you seem to share some kind of spark with, which does involve more discrete choices, but these are heavily telegraphed, giving the player free reign to define how they want the tete-a-tete to play out.
There is one odd exception, though, which is that if you spend too much time in the opening futzing around twirling the dial on your radio in search of active stations, you’ll get in a game-ending car crash. I think this is an ill-advised design decision, since it punishes exploration in a way that’s ultimately to the game’s detriment (though I have to say, I find the Texture interface finicky since I use a touchpad – the drag-and-drop feels inaccurate and sometimes releasing the click doesn’t seem to register – I of course don’t hold that against the game, but maybe contributed to my disinclination to mess about after that death).
It’s after you reach the farmhouse that Chasing the Sun shows its hand: the conversation with Bird, the woman you find there, is the center of the piece, as you quickly jump past the wary formalities of meeting someone new and leap into unburdening each other of your respective secrets. This works… okay. I can see what the author is going for – Bird has a specific orientation towards the apocalypse that you can choose to agree or disagree with, and which gets at some heavy (though hardly novel or underexplored) themes – and the dialogue feels largely naturalistic.
Still, it feels very rushed, and while the story tries to paper over the way these two strangers immediately reveal their deepest selves to each other by invoking some kind of ineffable, sudden bond (the protagonist, a woman, seems like she might be gay and either closeted or prevented from living her true sexuality by a repressive family), it still takes an act of will to suspend one’s disbelief. Similarly, the details of the storm’s movement and the end of the earth’s rotation don’t hold together if you start questioning them. Taking it on its own terms, though, I found Chasing the Sun rather lovely, and would love to see the author tackle a somewhat longer piece that gives its characters and themes a little more room to breathe.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Aww, man. I went into this one expecting to like it: the mixtape blurb and eye-catching title mark it out as something special, and the disorienting science-fantasy opening is boldly ridiculous, laying out a post-post-apocalyptic society that’s reconstituted itself in near-total apery of our time based on the fortuitous discovery of a pop-culture-crammed hard-drive heavily featuring – of course – the songs of Pitbull, who winds up having a religion built around him. The game has an endearing ensemble cast, and while the interactivity isn’t especially engaging, that’s an intentional decision in service to what it’s trying to say about agency in relationships (I also get the sense it’s in dialogue with some of the seminal texts in the Twine canon), and if its go-anywhere do-anything gonzo spirit leads to some memorably disgusting scenes, well, they’re certainly memorable.
But it’s let down by one enormous flaw I just couldn’t get past: a flabby, long-winded writing style that drains the prose of its urgency and makes the game feel far too long for its plot – in fact, there are three distinct branches, I think all of comparable length, that make up the game’s overall story, but I was ready to be done with it by two-thirds of the way into the single branch I played (which took me about the requisite two hours). This is really frustrating because there are definite strengths here, but they’re sapped of their effectiveness by the enervating slog that the late game becomes.
Let me start with the good stuff, though. As mentioned, the world-building is completely deranged without being an anything-goes gonzo type of setting. The fact that everything’s been blown up and then rebuilt along familiar-ish lines means that the author’s got a free hand to lean into the ridiculous, without needing to invent entirely new institutions and mores for the new society. And some of the gags here are really out there, like the idea that there’s a wave of oppression based on the new religion centering on Pitbull, with an ominous jail described thusly:
"It’s where they put everyone guilty of “Pitbull Crimes” — any crime related to the concept or work of Pitbull. The list is expansive and slightly vague: Unauthorized Selling of Pitbull-related Contraband, Plagiarism of Pit, excessive party fouls in Miami, all the way to the extreme category of Pitbull-motivated Homicides."
While this is an entertaining concept, I’m not sure it fully worked for me, though. I’m not sure I can explain why, but some of the jokes and setting elements felt too specific and took me out of the world – like, the Pitbull stuff is part of the premise, but when there are gags about how homophobic Papa John is, and references to Twitter, which I guess has been rebuilt, I felt like the game was having trouble keeping track of its own premise. Similarly, in my playthrough the Pitbull stuff dropped out almost completely by about halfway through, replaced by a lot of sci-fi-horror-action-comedy business (though this does lead to a joke, near the end of the game, where there’s suddenly an out-of-context Pitbull reference and the narrator admits “Oh right. I forgot about that part of the world.”)
So yeah, it’s not all fun and games – the protagonist is a trans woman going through a rough patch in her relationship with her partner, a trans man, and while their society as a whole seems a bit more accepting of trans folks than ours is, they’re fairly marginalized folks eking out a living through crime, which leads to them getting locked up in the aforementioned Pitbull-prison (at least in two out of the three branches – not sure about the last), and forced into a desperate fight for survival while making new friends and working through their relationship issues.
(I feel compelled to note that the identity of the protagonist is a bit more complicated than I made it out in the above paragraph – actually there’s also a different character, also trans but from just a few years in our future, who’s now dead but shares brain engrams with the main protagonist, or something, so she’s able to perceive and comment on what’s going on. It’s a little confusing but in practice just means that there’s an additional, somewhat fourth-wall-breaking narrative voice in the mix, which given everything else going on doesn’t register all that strongly).
These are a potentially-compelling set of conflicts, but it’s at the prison that the momentum really starts to sag. While the protagonist remains appealingly chipper throughout her travails, the narrative here introduces a half-dozen major supporting characters, plays some flashbacks to establish her relationship, and teases an upcoming event that will subject the prisoners to even more danger. It’s a lot to juggle – and in fact too much to juggle for the author. Forward progress feels like it slows to a crawl, even as each of those elements feel underbaked, because the prose throughout is overly plodding and verbose, dulling the notionally-exciting ideas and action on display to a shapeless mess. Exacerbating the flabbiness, dialogue is written screenplay style, and most scenes have the protagonist accompanied by a significant portion of the supporting cast, meaning there’s often a lot of filler conversation just there to remind the player that a character is part of the action.
To give an extended example, here’s what should be a thrilling action sequence – the prisoners are being thrown into a giant pit (somehow there’s a cave network under the Florida Keys, which seems worthy of comment from a geological point of view though the game doesn’t provide one), and after a struggle with one of the guards, a prisoner and the guard wind up dangling over the edge, so the prisoner’s friends – including the protagonist, TeeJay – attempt a rescue:
Val pauses before making her next move. She stares at the Enforcer, then reaches into her pocket and pulls out something shiny.
Val: Take the clip!
The Enforcer grabs it from Val’s hands and attaches it to their harness. They look back up at her.
Shattered Visor Enforcer: I can’t hook myself down here, something’s wrong!
Val turns around on Grace’s back and disembarks. Both girls dangle on their own, but close to each other.
Val: That’s 'cause you just have the rope, idiot! You need to climb up and use this one after I unclip Grace!
Shattered Visor Enforcer: But that’ll take so long!
Val: Think about that next time that you attack someone on the edge of a hole!
The Enforcer fidgets on the rope, trying to steady themselves. Val is above them, grabbing ahold of Grace. She sneaks a look down at the Enforcer.
Val: God, you’re pathetic…
She looks up at us.
Val: Someone up there grab ahold of our ropes!
Frankie snaps into action, grabbing Grace’s rope first. I grab onto Val’s, and yell down to her.
TeeJay: We’ve got you!
Val: Okay, when I clip Grace to me — you’re going to give us a little more slack in the ropes! More than one person should be holding onto my rope, since I’ll be carrying her!
The other members of Cabin Seven file in around me and grab ahold of the rope. A few of the other prisoners help as well.
Frankie: You’re good!
Val: I’m going to attach Grace to me now!
Shattered Visor Enforcer: What about me?
Val: Can you climb any further?
This is full of fine-grained logistics and dialogue that doesn’t say much, dreadfully stretching out what’s tended as a taut bit of business. There’s also not much of an authorial voice to make the process of reading all these words engaging – again, it’s screenplay style, so everything other than the characters’ lines often feels excessively bottom-lined. And as for the dialogue, the characters often don’t feel especially differentiated in how they speak: while specific personality traits do come through, everyone comes off like an extremely-online twentysomething joking their way through what are often quite horrifying situations.
There’s a lot more that could be said about One Last Pitbull Song. It’s clearly intending to problematize the concept of agency in choice-based IF, for one thing. There’s a major bifurcation of the plot based on what choice of side-dish you make in the cafeteria, which determines whether the protagonist gets through into an Aliens pastiche or a dance-off, and is clearly sending up the often-arbitrary nature of the much-hyped decision points in other games. And the protagonist reflects that she feels like she defaults to passivity and struggles to articulate and act on her desires, which is at the root of many of her relationship issues – from the epilogue that you’re meant to read after you complete all the branches (and that I, er, read out of order to see what it’s like), this appears to be positioned as the central conflict whose resolution terminates the game.
I can’t say this is the most engaging deconstruction of the tropes of choice-based interaction I’ve seen – it’s fine so far as it goes, but the presentation is fairly shallow – but it’s potentially interesting, and without having seen the remaining 60% of the game I can’t really assess whether it’s ultimately successful. Similarly, some apparently-parodic elements in the survival-horror branch that I wound up struck me as intentionally ridiculous and deconstructionist, in a way that undercut my engagement but which might add up to something compelling if I had the whole picture. So even some of the things I experienced as weaknesses, it’s possible, could turn out to work well. But checking the size of the game’s Twine file, getting the full experience looks like it requires reading about 100,000 words – twice the length of the Great Gatsby! – and unfortunately that’s far more of this lifeless prose than I’m able to commit to. One Last Pitbull Song feels very much like a work that thumbs its nose at the very concept of an editor – to its credit, it boasts a wild mélange of genres, tones, and plot points that would leave the blue-pencil brigade gobsmacked, but also demonstrates the risks of thumbing one’s nose at concision.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I've mentioned in other reviews that I have a one year old son. He is an amazing, lovable little guy, but he is also precocious as all get-out, meaning that he’s realized that since he’s (mostly) figured out how to walk, he might as well get started on other life skills such as climbing out of his play-pen, eating anything that looks like it’s been on the floor for a long time, and face-planting into the edges of his toys. He’s a one-baby force of anarchy, and my wife and I trade off trailing after him, trying to preserve him from gross bodily injury and restore some semblance of order in his wake.
Speaking of gross, an hour ago as of this writing he pooped in his bathtub. You know what’s not especially pleasant to clean up? Poop. From a bathtub.
I share this not to give Henry something unique to tell his therapist when, later in life, he’s asked why he’s a pathologically private person – that’s a happy side-effect – but to say that a) I know whereof I speak when I say trying to keep the eponymous detectives in Cannelé & Nomnom on track feels like bottling chaos, and b) given that’s what I already spend the majority of my non-work hours doing, I’m maybe not the ideal audience for the game. Combine that with running into some bugs that, from looking at other reviews, don’t seem to strike universally, and I unfortunately didn’t wind up liking this big, funny, creative game as much as I think it deserves.
This is another high-production-value Twine game, with attractive character art, well-chosen colors, and a bunch of different sub-interfaces and minigames that bring its mechanics to life. The story is just as vibrant, taking a hoary old protagonist-with-amnesia premise and giving it an extra jolt by having you turn to the aforementioned duo, who bicker like a long-married couple and whose approaches to crime-solving turn on blagging your way into places you don’t belong with no goal or aim in mind, and trying to cadge free food wherever it can be found, respectively. The world isn’t our own, either – while the overall vibe struck me as early 20th-Century French, everyone’s got some kind of magical gift (so far as I could tell these tend to be fairly low-key – less slinging fireballs, more having a really sensitive nose), and it’s populated by characters who are less colorful than the title pair, but only just, from a hobo with a magic coin to a delightfully-married couple of cheesemonging (cheesemongering?) lesbians.
Does this sound overstuffed? It feels overstuffed. Getting from point A to point B typically involves detours through C, D, X, H, back to A, choice of L or R, and then a jaunt to the conspiracy-board minigame where you match clue post-its to the mysteries they solve to finally unlock the road to B. There are further diversions, like having the option to defer to one detective or the other in their attempts to crack the case of your identity, which sometimes adds to their respective scores, which are tracked and always visible in the game’s sidebar; I also played a Texas-Hold-em-meets-Scrabble minigame, to no clear purpose, and had fun though I suspect the game cheats to get to the narratively correct result. Plus getting anywhere always involves a lot of banter between the core trio, which is advanced single line by single line (thankfully, you can bang the space bar instead of wearing out your finger clicking).
All this is to say that after an hour and a half of play, I’d only just managed to make it to the first significant location of the investigation and gotten the clues to solve the first non-tutorial mystery; I’m a fan of shaggy dog stories, but the game felt especially shaggy to me. Partially this is because I wound up finding Cannelé and Nomnom a little annoying. They’re each funny, and are able to create distinct scenarios of comedic mayhem – I don’t mean to be a killjoy, there is some good stuff here, with the quip that the cat who’d run off with my wallet had committed a “heinous feline-y” eliciting a half-laugh, half-groan – but they’re very one-note characters, at least in the time I spent with them. More, they’re continually at each others’ throats, forcing the player to mediate, keep them focused, and/or take sides between them; again, it’s like the most exhausting parts of parenting, with siblings who never let up the bickering to play nicely together or give a compliment if one has a good idea. This is a dynamic that can work in adventure games, I think – it’s not miles off Sam and Max, for example – but I think there’s a difference between games where you play one of the chaotic duo, and this one where you play their babysitter.
The game’s also shaggy because it has some polish and stability issues to iron out. I think the authors’ first language is French, as there are some passages that seem oddly or incompletely translated – “we have many interrogations”, one character says upon opening up an interview – plus there’s a cool rotating-text effect that leads to spaces getting erased, as well as the generally-flabby pacing mentioned above that would probably be tightened in an editing pass.
The bigger issue were the host of bugs I ran into, though. The conspiracy board is the game’s primary mechanic, but from the tutorial, it was throwing off errors. I seemed to be able to ignore a popup saying there was a bad evaluation error, but when I tried to link any clue to certain mysteries, I got another popup complaining about not being able to read the properties of an undefined ‘note_id’. At first this only afflicted an optional mystery, but eventually it spread to a mystery I needed to solve to move the story forward, bringing my progress to a halt. Attempts to shake off the bug by restarting and reloading, or trying a different browser (I was using Chrome, truly the most normcore of browsers) failed to fix the issue.
Despite the complaints I’ve leveled, I was disappointed when that happened; there’s much more good here than bad, and if I’d had the chance I would have followed Cannelé and Nomnom to the end. Per a post-Comp news update, it looks like the authors are hard at work working on finishing the game. I’ll of necessity be keeping my toddler-wrangling skills sharp in the meantime, so should be ready to go whenever it surfaces!
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I feel like I’ve seen enough games like Nose Bleed to posit that a mini-genre of choice-based IF – the short, abstract game that’s light on concrete narrative content and is all about simulating a mental illness or disorder. The best recent example I can think of was fix it in this year’s Spring Thing, which trapped the player in an OCD loop, and now there’s Nose Bleed, which takes on the social anxiety/imposter syndrome combo pack (apparently this is a fairly common linkage, which is something I learned from post-game Googling; I’ve got a touch of social anxiety, albeit it’s receded substantially from what it was like when I was younger, but as you can probably tell from how much I spout off on this website, for better or more likely worse I’ve never suffered from imposter syndrome).
(While I’m making parenthetical asides, it occurs to me that if you dropped the “choice-based” and lightened up the low-narrative-content criterion, you could recruit Rameses into this subgenre, which might lead to an interesting hybrid lineage to trace. For another time!)
This Texture game is laser-focused on what it’s trying to do – every single passage, if not every single sentence, is dripping with crippling self-consciousness. Much of this is just dramatizing the awful but quotidian experience of these disorders, as the dream-like plot shunts the nameless, ageless protagonist from one stuff-of-nightmares scenario to another: there’s feeling like you don’t know what you’re doing at work, not being able to figure out how to join a conversation, worrying that everyone’s expecting you to do something but you don’t know what it is…. But beyond setting up these situations, the game also takes a more visceral approach to communicating how folks with these conditions suffer. And of course I used the word “visceral” advisedly – also “dripping”, back at the beginning of this paragraph – because per the title, the um, somewhat on-the-nose metaphor here involves spewing blood out of your schnozz when you feel the anxiety coming on.
This is a smart choice, because I think the situations on their own probably wouldn’t be as effective. Even as someone who can struggle a bit in large group settings where I don’t know anyone, I found the protagonist’s mumbley, low-self-esteem flailing occasionally annoying – even when there’s a coworker who seems to want to seek you out to put you on the spot, it still seemed to me that the protagonist could have met some of these challenges with a bit more assertiveness. But when they’re depicted as spewing blood over all and sundry, the idea that everyone would be looking at them with dismay and revulsion lands much more intuitively.
Choice is used effectively to underline the intensity of these episodes. When each attack hits, you typically have a choice of two or three different ways to try to cope – you could try to wipe away the blood, or hold your head at a weird angle to keep it dripping, or mop it up with your shirt – but of course they all look equally unpromising, which I think accurately evokes the feeling that here, unlike other issues like OCD or depression, the problem isn’t that your choices are constrained, it’s that nothing you do can soothe the anxiety (the fact that the nose bleeds are repeated, and per the protagonist’s comments something that they’ve previously struggled with too, makes me wonder why they don’t just carry around a ton of tissues all the time, but that would ruin the conceit so I think it’s forgivable that the game doesn’t even mention the idea).
The visuals work well too; without giving too many of this short game’s surprises away, I’ll just note that there are some arresting graphical effects that helped make things feel substantially more engaging than the prose alone would have managed (speaking of the prose, it’s fine – it does what it needs to do, but it’s not especially evocative. I’d have copied and pasted to show some examples, but Texture apparently doesn’t let you do that, so I suppose you’ll have to take my word for it).
In my analysis, then, I think Nose Bleed succeeds at what it sets out to do. I’m not sure I liked it as much as it deserved, though? Maybe it’s because, unlike most games of this type, in this case I do have some direct knowledge of what Nose Bleed is about, and as a result the depiction didn’t seem as revelatory as it otherwise might have. It could also be that the one-note nature of the protagonist’s characterization did start to get on my nerves after a while, even while conceding that they kind of have to be a perpetual wet noodle for the game to work. I think my reactions here were unfair, though; it’s a well-crafted piece, and has a nice button at the end that indicates a goodly amount of self-awareness, and avoids the trap games in this sub-genre can fall into, with the ultimate message of the game reducing to “look at people who suffer from this disorder, doesn’t it suck” – instead the final note is a subtly hopeful one, pointing to the possibility of connection despite everything.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
There’s just something about trains, perhaps because they’re the very archetype of the liminal space: in a train car you’re halfway between where you were and where you’re going, not tied to your past and not yet able to make progress on your future. So it is for the protagonist of One Way Ticket, who’s bought the eponymous unidirectional fare in hopes of finding a new life, but who can do little but speculate as to what that life will be about so long as they’re riding the train – all the more so when the train tracks are blocked by a mountain of freshly-harvested corn, and they have to descend and solve the quotidian-yet-cryptic problems of the magical-realistic town where they’ve fetched up.
Maybe magical realism is the wrong comparison to invoke, though, since the vibe I get from the game is less South American literature and more European art film. This is one weird town – they use gold sand for currency, the local shop moves from place to place, the inn only serves food made from corn, people change names depending on what time you visit them, and there are omnipresent jackals who make travel a dangerous business. While you’re simply trying to unblock the tracks, the goals of the inhabitants are far stickier things: an inventor wants to raid the stopped train for part to build a machine of inscrutable purpose, while an unlucky gambler’s on the hunt for the aces missing from his deck. Everyone’s playing an angle – except the tavern hostess, who seems perhaps a little too interested in you, and the train driver and conductor, who’d rather drink and gamble than do their jobs and help you get the train moving again.
It’s not just the existentialist substance of the narrative and characters, though: for that authentic foreign-movie vibe, the text seems translated into English, with the occasional ungainliness, but also occasional uniquely-turned phrase, that entails. Here’s an encounter with a woman trying to enlist the player’s help in finding love, in a dialogue taking place over a shell game:
“The problem with our city is that people have stopped listening to each other. And topics for conversation are another story!”
“Have stopped listening?”
“Well, yes,” she continued the chaotic round dance of cups, “once, probably, people listened to each other, but now everyone is on their own wave — and, to be honest, these waves have already overgrown with mud.”
“What do you mean?”
She abruptly stopped the run of the cups:
“I mean that people discuss the same thing all the time, but everything is so everyday, mundane, boring, trivial… I could list a few more synonyms.”
“Perhaps I understand you.”
“Well I hope.”
“And you need to talk about the sublime?”
“Everyone needs to talk about something sublime from time to time. Especially me.”
(The shell game, like everything else in this town, isn’t on the level, natch).
Similarly, sometimes you come across a simile that makes the prose come to a lurching stop – as the protagonist makes their way through the dining car, they note that it’s “long and empty, like my intestines” – but there are some great images too, like the train station being described as “a low building with a platform, long as a bayonet, cutting the cornfield in two.”
Mechanically, this kind of story seems like it’d be a good fit for a choice-based system, making it easy to read long passages of sometimes-opaque text and present options allowing the player to progress without requiring them to completely understand everything that’s going on. Subverting expectations, though, One Way Ticket uses a very adventure-gamey approach, with quite granular actions, rather than the broader strokes allowed for by less systemic choice-based interfaces. A location typically boasts three or four links for the important objects or people there, and clicking each will usually change the final paragraph of the passage to provide for detail on whatever you selected. Often this paragraph will have additional options for interaction – moving or talking or taking something or what have you – meaning the rhythm of gameplay proceeds sort of like it does in a parser game, where you examine each item in turn and then decide what to do. You also have a modestly-sized inventory, as well as a much larger list of facts or questions you’ve accumulated in your notebook. At certain times, the graphics for these will highlight, indicating that you can choose an item or topic to try to apply to your current circumstances: when talking to the hostess, for example, you can go to the notebook to mention that the Mayor told you there’d be free lodging at the tavern.
It’s a solid system, similar to ones I’ve liked in games by Abigail Corfman or Agnieszka Trzaska. I’m not sure it’s a great fit for One Way Ticket, though, since it serves to slow down the pacing quite a lot: while the inventory is relatively compact, the topic list quickly reaches a dozen or more entries, and sometimes the proper choices to pick are relatively obscure due to the often-confusing nature of the situation and the prose. Exploration is also challenging because sometimes clicking on the name of an object will lock you into choosing an action and progressing, meaning you need to leave and then come back, hopefully remembering which choice was the booby-trap, to fully plumb the depths of each location. Relatedly, the map is big, and often you need to click through several links to get to the travel options in a location – plus, several puzzles have a fair bit of busywork, requiring you to go from one end of the town to the other, sometimes going to the tavern to wait for nightfall too, before you can make much progress. And while this is a big game with lots of stuff to do, the first portion of it seemed fairly linear, with only one puzzle that’s possible to solve at a time even though you’ll quickly unlock a dozen locations (with different night and day locations) and twice as many items and notebook topics.
All this means that after spending an initial hour enjoyably but bewilderedly exploring my way around town and solving a few puzzles, I began to worry and checked the helpfully-provided walkthrough, which indicated I’d barely gotten a quarter of the way in. I started consulting the walkthrough more regularly after that, but still, I’d only gotten maybe 2/3 of the way through when the two-hour judging deadline hit. Usually I’m not shy about scribbling down a rating then pressing on to the finish line for longer games, but here, I found myself anxious to move on. Partially that’s because it’s only the first game in my queue and I’m very aware of the distance to go to play all of them by November 15th, but partially it’s because while I like the ingredients here, the sheer quantity of options and obstacles feels overwhelming – going back to the movie metaphor, what would be a cryptically compelling 85-minute film can get quite exhausting once it rounds the two hour mark, in my experience.
If I wrap up my Comp before the deadline, I’ll definitely try to get back to One Way Ticket, since there is a lot here I’m enjoying – if I do, I’ll go back and update this review accordingly. Part of me, though, almost hopes I don’t; there’d be something apt about leaving the protagonist mid-quest, with one of the gambler’s aces found and halfway through a flirtatious dinner with the tavern hostess, eternally poised on the threshold of resolution, forever stuck between stations.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
OK, I gotta get this out of the way before starting the review proper: “Caliban’s Revenge” is by far the most metal pseudonym in this year’s, nay, any year’s IF Comp. Whoever you are, O author of mystery – massive, massive kudos.
On to the substance! It’s a funny coincidence that I played Lucid right after A Long Way to the Nearest Star, because I wound up having similar feelings about them, despite them being very different in just about every way (beyond them both being implemented in Twine). Once again, we’ve got a game that presents itself as belong to a hoary genre – here, we’ve got an allegorical, confusing flight across a dark and menacing city, with the protagonist’s outer conflicts obviously mirroring some underexplained internal ~trauma~. Once again, we’ve got a plot that hits familiar beats before a final twist. Once again, there are some fairly straightforward puzzles to solve (albeit they’re much simpler here). And once again, I very much enjoyed the game despite all this, almost purely down to the care taken with the implementation, and the quality of the prose.
Let’s switch up the order and start with the writing this time. Lucid is written in a noirish, blank-verse style that would be very, very easy to mess up and thereby make the proceedings seem ridiculous. It does veer close to that shoal from time to time – there’s an early mention of a puddle reflecting a streetlight “with a chitinous gleam”, which is almost successful – but for the most part it paints the city in compelling, concise imagery. Inevitably, you arrive via a train:
The station is brush-stroke clean, grime describes its edges.
Later you have to climb an interminable number of flights of stairs (it’s 13) in a public housing project:
The seventh flight
Is dark and stifled like
Sleep after middle age,
Oxygen thin,
Never quite enough,
You wheeze on the unseen stairs
Last one – here are moths, found sleeping in a fridge that lights up when you open the door:
Hyles lineata,
Sphinxes.
False eyes flutter on their
Mascara wing tips,
Orbiting a false moon,
In the midst of a false waking.
It helps that the prose isn’t entirely po-faced – there’s a bit where you can buy a box of cereal that conceals a special prize:
The legend tells of Frosted Flakes.
But the box is heavy.
Heavier than flakes however frosted.
Because the game’s well-written, the author’s able to evoke a number of different moods across a fairly short scenario. There are fewer than half a dozen distinct locations to explore, but while they’re all recognizably of a (gloomy) piece, the recovered-memory horror of the school feels quite distinct from the Lynchian terror attendant on the project-dwelling witch and her twin salamanders.
Lucid isn’t just a mood piece, though – after trapping you in what feels like it’s going to be an endlessly-repeating maze of shadow and fear, it reveals that there might be a way out, if you enact a prescribed set of highly ritualized behaviors in just the right order. I hesitate to describe this as a puzzle, since the steps don’t turn on conventional or even cartoon logic – it’s all free association, and somewhat inconsistent free association since in different circumstances the game takes varying stances towards violence, and towards the darkness/light dichotomy – but the solution’s close to spelled out by a particular character, so it doesn’t wind up presenting much of a challenge.
It does provide a prompt to slow down and engage with the metaphors, though, and appreciate the way the evocative prose resolves the various conflicts the game’s set up. Ultimately I’m not sure Lucid is saying anything especially profound, but it’s expressing a fine sentiment, and what it says it says eloquently. Similarly, I’m not sure I’m taking away any deep insights into mental health, but there are definitely some turns of phrase that are going to stick in my head for a while – not to mention those pale, cruel salamanders…
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I’m going to dare to assert a generalization: it you like IF, you probably like books. Don’t get me wrong, I know that many of us identify primarily with the STEM side of the house – and seriously, god bless y’all, without you we wouldn’t have the authoring languages or interpreters or whatever the hell GlkOte is (please, please don’t try to explain it to me) – but still, I feel like if you’re the type of nerd who slept through English class, you’re probably off messing around with roguelikes or something rather than hanging around our community’s fair precincts.
If I’m right about that, that means there’s probably a reasonable slice of the Comp audience who’ll get a kick out of You Feel Like You’ve Read This in a Book, a by-the-numbers choice-based puzzler enlivened by an ongoing game of guess-the-reference. You start out, in that hoary old adventure-game trope, with amnesia, but from a threatening note left nearby you quickly learn that you’ve got to gather a $50,000 ransom – or the just-implanted packet of neurotoxins in your head will explode and bring you to an unpleasant end. But as you scramble to find the money, the player realizes that either the setting is some kind of literary mashup, or whatever happened to the protagonist’s brain is stimulating their nostalgia circuits too, because nearly every location you visit strongly reminds you of a book you’ve read (both you the protagonist and you the player – I’m guessing most folks will be at least somewhat familiar with at least two thirds of the works on the list).
This means that as you go through the motions of resolving your immediate dilemma – exploring the town, trying to re-find your apartment, looking for something valuable to hock to the pawn shop to make up the ransom – you’re also seeing if you can figure out the literary source for whatever you’re experiencing. Sometimes this is trivial, as when you visit your downstairs neighbors, who have a curious habit:
"Whenever someone dies around the city, they tend to leave their unit, sometimes for the whole day…. You scan the room for valuables, but you are overwhelmed with the plethora of knicknacks, so numerous they are practically balancing on top each other. Old books, pictures on the wall of various people none of whom you recognize, glass bottles, and just when you thought it couldn’t get more weird, a skull? Just out in the open? The only things that seems to be of value are a violin and a small flashlight, both of which you grab."
Others, though, are a bit harder to catch – fortunately, there’s a walkthrough that not only spoils the puzzles, it also lists off all the works being riffed on.
The puzzles are no brain-scratchers – if you’ve got the right item or piece of information, they’ll largely solve themselves. Things are made somewhat more complex by the fact that there are multiple different endings you can try for, but the biggest complication is that the neurotoxins are no idle threat – time does pass as you play (in a nice touch, some location descriptions and events actually shift as the day wears on) and if you faff around too much, boom. I have to confess that I found the timer annoying, but at the same time the less-petulant part of me has to concede it’s well done; a kick against puzzley choice-based games without parser-style features is that they too easily turn into an exercise in lawn-mowering, so the timer ensures you can’t just mindlessly click through every option, and it’s tuned to allow you to explore almost everything your first time through, though actually solving it of course takes some replays.
(I should say, while there isn’t the kind of worked-out inventory or interaction system like you find in One Way Ticket or A Long Way to the Nearest Star, there are still some canny design choices here – in particular, text color is used to good effect to highlight what’s merely background description, and what has game-mechanical significance).
It all works well enough, but still, for a game that evokes so many positive memories, I found it curiously forgettable – like, it hasn’t been twelve hours since I played it, but I couldn’t tell you which ending is the one that reveals what’s actually going on with the protagonist’s amnesia and who the nemesis with the vendetta is, much less what those explanations wind up being. Part of that, let’s be real, is probably due to the fact I’m feeling a bit zonked out right now – my son’s teething, so this has been a week of long days and longer nights – but partially because the TFLYRTB is very much a case of the journey trumping the destination. I had a lot of fun wandering around playing spot the reference (at least once I made my peace with that #$%$ timer); I probably would have enjoyed it less if there hadn’t been a minimally-plausible framework holding the experience together, but the framework certainly isn’t the draw.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Graveyard Strolls is a game of halves. All games are games of halves, the pedantic part of me wants to point out –and I just did, spoiler alert, “the pedantic part of me” is just me – but in this case, it really does feel like there are two distinct pieces to Graveyard Strolls. The first half is a relatively lighthearted, mostly linear help-ghosts-resolve-their-issues-and-move-on kind of setup, while the second, entirely linear, piece swerves into the intensely personal, with the threat of the supernatural functioning as a veil-thin metaphor for trauma. There’s things to like about both of them, but I’m not convinced that they sit together easily, and the skeletal nature of the game’s choice elements don’t make much of a case for interactivity.
Taking the first piece first, the game opens with you having decided to go to a graveyard to see whether it might be haunted, on the advice of one of your favorite YouTubers. So far so Scooby Doo, but after you hear a spooky groan on the wind, you quickly encounter the first of a series of ghosts, all of whom seem more or less in denial or confusion about their deaths, and all of whom look to you for guidance. Other than their tendency to float and annoying bouts of amnesia, these spooks are understandably human, with relatable challenges. Hank, the first one you meet, is working through some issues with his wife; the second one fell in with a bad crowd and hasn’t quite internalized his mistakes. As for the third, on reflection I suppose he’s not technically “understandably human,” but I found him quite relatable all the same (Spoiler - click to show)(he’s a dog).
Persuading them into the great beyond is a straightforward affair. In just about every passage, you’re given a choice of two options, one of which typically involves engaging with the ghost, being sympathetic to them, or putting pieces together, while the other usually ignores them, is dismissive of their feelings, or otherwise seems clearly marked as a bad choice. This doesn’t make for very compelling gameplay, unfortunately, all the more so because it doesn’t take much to get a game over. In the first real choice, for example, I decided to believe that the spooky noise was just the wind – which led to me getting freaked out, leaving the cemetery, and being brutally attacked in a way that makes sense in retrospect now that I’ve finished the game, but initially just seemed like out-of-context, incongruously brutal violence.
This means that I quickly stopped experimenting and just defaulted to the choice the game seemed to be pushing me towards, which, as you can imagine, wasn’t especially engaging, since felt like I was being presented with false choice after false choice. I liked exploring the backstories of the first two ghosts, and interacting with the third, though, and was ready to finish my time with Graveyard Strolls chalking it up as a fairly enjoyable but very low-key spooky story. But then I got to the final sequence, and everything changed.
I don’t want to spoil the plot points here, since this surprise is much of what makes the game interesting (though nor are the specifics especially relevant to my evaluation of the game, so I’m not going to blurry-text them – the game’s short, just play it if you’re curious). It’s a fairly visceral twist that involves the protagonist’s backstory, injecting an element of psychological horror into proceedings. But it doesn’t seem to build in a meaningful way on anything that’s come before, and the protagonist’s lack of subjectivity or interiority in the first part of the game – you mostly seem like a player-insert who’s just there to listed to ghosts, not a specific character with their own experience of the world – makes the sudden shift feel jarring.
The final sequence is well written, or at least I found it fairly gripping, but to me it felt too disconnected both narratively and thematically from the rest of the game, as if the aforementioned Scooby Doo episode had ten minutes of The Haunting of Hill House spliced onto the end. There’s maybe a way to make that work, but it would probably require more connective tissue than Graveyard Strolls offers – as well as leveraging interactivity to engage the player more fully than the current, rather desultory, approach does. I’d gladly play something else by the author, but once again feel like a little more expansion and refinement would make for a more compelling experience.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
First two children’s-book games in a row, then two witch games back to back? I think the randomizer’s been drinking. Despite being a short, choice-based game, with a female magic-user pursued by witch hunters, though, Inside has a very different vibe than Witchfinders. It doesn’t attempt to locate itself in any particular historical milieu, for one thing, and it’s much puzzlier to boot. Perhaps most importantly, rather than a low-key day of visiting neighbors and creating workaday hexes, in Inside the protagonist is up against the wall, facing death at the hands of her inquisitorial pursuers.
The mechanics of this, I confess, were a little obscure to me. The game opens in medias res, with the player coming to awareness but not given much information about where they are or what’s going on – or even who they are, because you’re apparently playing not the witch herself but her familiar spirit. This displacement or bifurcation of identities winds up being effective, as it allows the game to lampshade the player/protagonist divide, and also sets up odd-couple style bickering that helps keep the game engaging even when the puzzles risk getting a bit dry. The precise nature of the challenges you face also helps keep the plot from cliched territory – after being nearly drowned by the witch-hunters, the protagonist (and you) has retreated into her own mind, and needs to revisit her past, present, and possible futures in order to wake up and escape.
You have a reasonable ability to customize the story; in particular, an early choice lets you establish whether you’re a good witch or a bad witch, or occupy a middle ground somewhere in between. Many puzzles also have alternate solutions, with a quick, selfish answer typically juxtaposed against a more laborious, selfless one, with concomitant implications on the plot and ending. The witch is also unique in that she’s married, and by choosing snide or supportive comments, you can do a little bit of characterization of the relationship (I wanted a lot more of this, but in fairness, I think I’m way more excited about marital-dynamics simulations than is the target audience).
This well-considered set-up didn’t feel quite as engaging to me as I’d hoped, though. Partially this is because I found decoding the dialogue between the witch and her familiar occasionally challenging to decode – they use different font colors, but to my slightly-color-blind-eyes, they amount to a somewhat brighter and a somewhat duller shade of beige, and there are no dialogue tags making clear who’s saying what, so I frequently found myself losing the thread of conversation and having to double-check who was saying what. Partially this is because the puzzles sometimes felt simultaneously overly laborious – there’s an alchemy one that’s cool in theory, but requires a lot of clicking to get through – and overly forgiving – I flubbed an early puzzle, only for the game to institute a do-over and automatically solve it on my behalf, which made me question what it even needed me for in the first place.
Still, as a reasonably short game, these faults didn’t do too much to undermine my enjoyment – Inside puts enough of a spin on a common premise to feel sufficiently unique, and it was fun to try to draw a line between the different versions of the protagonist I encountered in the various vignettes. Some tightening up of the gameplay, and cleaning up of the aesthetic experience, would certainly make it a stronger entry, but what’s here is still solidly worth playing.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Everyone who writes parser IF must, if I have my causaility right, have had a first game where they taught themselves to write parser IF. Traditionally, these games fall into two categories: my-dumb-apartment games that turn some familiar location in the author’s life into the backdrop for a series of puzzles that gradually run through the key features of the language, or games that superficially adapt some currently-popular bit of media and use it as the backdrop for a series of puzzles etc. (personally, I went for option B, working on a House of Leaves pastiche that thankfully never got nearly close enough to completion to tempt me into trying to release it). These games aren’t necessarily always bad, but they are almost always inessential, important only insofar as they hopefully will lead to other, more interesting games later on in the author’s IF career.
The signs that Campus Invaders is a teach-myself-IF game are pretty clear if you know what to look for. It’s set in a school, which I’m guessing is the author’s school, where aliens have attacked the protagonist’s game design class – there are twists here, but we’re recognizably in the my-dumb-apartment subgenre. There’s a small map, relying on cardinal directions. There’s a put-X-in-Y puzzle, a lighting puzzle, and unlock-door-with-key puzzle, a give-item-to-NPC puzzle… and all the puzzles fit together into a linear chain, with NPCs or the narrator spelling out exactly what you need to do at each stage.
With that said, Campus Invaders is a pretty solid example of the form. Another frequent hallmark of such games is that they’re buggy as all get-out, but here the worst thing I ran into was a line saying that “in the Doctor Eve Sturgeon’s car is a solar battery” – not bad. The prose also has a zippy, goofy charm that doesn’t take itself too seriously but doesn’t go too over-the-top zany (it appears to be translated from an Italian original, and while there are occasions where the syntax or word choice are a little wobby, that mostly just adds to its easygoing charm). Importantly, the author also knows not to wear out the game’s welcome – there’s little unneeded scenery, the simple plot is easy to follow, and it ends before the player has a chance to get bored.
Do games like this really need to be published and entered into IF Comp? Well, probably no, though see the spoiler text below for a potential caveat to that. But so long as they are, it’d be no bad thing if they were all as well put-together as Campus Invaders.
There is one aspect of the game that’s potentially interesting, but it spoils the one surprise in the game, so I’m spoiler-blocking it – if you’re planning on playing it, I’d wait to read this until you’ve reached the ending:
(Spoiler - click to show)In the ending text, the game gives you a password – deuterium – that allows you to “access the secret section of the game.” This is somewhat of an overblown label, since typing that just gets you an author’s note, which confirms that the game was written as part of a university event. But the author also suggests that they now view this game as a platform for crowdsourced expansion – winning players are invited to write in with ideas for new plot elements and puzzles, which will then be incorporated into a Campus Invaders 2.0 release next year. This is an interesting idea – not far off from Cragne Manor, from a certain point of view. And I can see how if you’re proposing the IF equivalent of stone soup, it makes sense to start out without anything too fancy or idiosyncratic, the better to allow the additions to shine. On the other hand – if you have to start out by trying the soup when there’s just the stone in there, it’s not going to be very tasty yet.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
In one or another of my reviews, I think I’ve said that what I’m generally trying to do here is look at what a game seems to be saying, then engage with that somehow; depending on the work, that might mean analyzing whether or how the game meets that goal, or talking about my personal response to the questions it raises, or whatever seems most interesting or productive to talk about. But that’s the starting point: what is the author and/or game getting at?
Where things get difficult for me is when I finish a game and I’m not sure how to answer that question. Sometimes the general gist is clear, but there’s something about the implementation that muddies things up, so that’s a reasonable jumping off point. And sometimes what’s being communicated is mostly just: this is a game, have fun with it. That’s fine too! But INK represents the most challenging category; I get the themes the author is working with, and some of how the game folds, spindles, and mutilates them through its interactivity makes sense to me. But the different pieces are stubbornly failing to come into focus for me, and I’m honestly not sure whether that’s a reflection on the work, or on the reviewer (who, having just had a flu shot, is maybe having a hard time getting anything to come into focus right now). I suppose there’s nothing for it but to jump in and describe how I experienced the game, but apologies if this review winds up even less edifying than is typical.
Starting with the basics, INK is the author’s second entry in the Comp, after U.S. Route 160 – props for industriousness! – but the focus on loss, the two strike me as fairly different. For one think, INK invokes poetry more than prose in how it presents its words. For the most part there are complete sentences, and only a few rhymes, but line breaks make the reader pause and engage with the writing in a slower way:
Everyone talks about starting over
but it’s all fluff and no detail
nothing about the process of
rewiring your brain
As this excerpt indicates, the story is all about a protagonist coming to grips with the death of a loved one – I believe it’s a romantic partner, but I could be misremembering whether the possibility of a family member or friend is left open. In fact the game is short on specifics – who the protagonist is, where the action is taking place, even what happened to the dead woman – which usually I dislike, but wasn’t as much of a barrier as usual for me here. That’s because while the narrative may be vague, the mental and emotional contours of the protagonist’s grief are drawn with firm assurance. The above-quoted bit rings extremely true to me, and there’s a later scene where you attend a support group that also hits hard:
You don’t look anyone in the eyes
It’s easier to pretend there’s no one listening
But the words are scraped out
And suddenly you can’t stop
You’re telling every anecdote you can find
About the wildflowers she’d find
The little flecks of green in her eyes
How she was the purest kind of kind
She lives again in the pauses between breath
The game’s inciting incident is also strong, and similarly seems to me to say something true about the experience of losing someone. The protagonist is haunted by a letter that she thinks her dead loved one wrote to her before she died; she catches glimpses of it, finally finds it at a park bench that was special to the two of them, then brings it back to her home and gives it pride of place on the mantle while deciding whether or not to read it. It’s a potent image for what we carry of those who’ve passed on before us – in the author’s notes for my last game, I talked about the joys and sorrows of having a mental model of one’s predecessors still rattling around one’s brain – and also resonates with the more concrete hope that there’s something, anything left of your dead loved one that can still speak to you, share a new word, so that the relationship isn’t completely and eternally finished.
The envelope isn’t just an envelope, though. It’s printed with a dark, menacing ink that bleeds through the paper and infects the protagonist’s thoughts, before eventually becoming concrete in a distorted image of the dead woman who takes up residence with the protagonist. This fantastical twist provides the spur for interactivity, as there are quite a lot of choices and quite a lot of branching. You can accept help or wallow in self-pity, you can resign yourself to your new living situation or try to reject the inky double.
And I confess, here’s where the game lost me, because I started to lose track of the metaphor. Is this about having one’s life taken over by the memory of your loved one, so you can’t move forward and engage with those who are still living? If that’s the case, wouldn’t the double have positive qualities that lure you away from the present, instead of the twisted parody that’s actually presented? And the endings also diverge, from resigning yourself to the horrible situation, to trying but failing to escape it, to become an ink creature yourself; again, I had trouble unpacking how to relate the incidents of the plot to the emotional core that gave the first half of the game its power.
I repeat, this could just be me being dull and suffering from flu-shot side effects – so I’m underconfident offering an assessment or any feedback on how the game could have worked better for me. I will tentatively say that I think there might have been a bit too much choice, and a bit too much openness to the narrative. There’s a thin line between an allegory that’s too obvious and one that’s too diffuse, but when you’re tapping into something as elemental as INK is I think there’s more upside to marshalling one’s powers and pushing for the catharsis or resolution that seems most fitting, rather than frittering away momentum on too many different dendrites of story. Again, though, this could be wrong and if I’d played the game in other circumstances I might have thought it held together beautifully. At any rate, while it didn’t completely land for me, the well-observed depiction of mourning and evocative central image mean that I still found INK a rewarding experience.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
The randomizer is up to its tricks again, as I played this second choice-based game pitched at kids right after the somewhat-similar Esther’s. The Tin Mug also has a classic children’s-book premise – here, the setting is the big, cozy kitchen in what feels like an English country house, and the main character is a mug who comes to life on its birthday (…it’s probably best not to think about what that implies about drinking-vessel re/production in this world) and gets into a series of high-spirited adventures, alongside various other sentient bits of cookware, while the big people go on with their day (mostly) oblivious. The juxtaposition with Esther’s didn’t do it any favors, since it’s not quite as cleverly designed and cleanly implemented, but the comparison is a bit unfair: the Tin Mug is also a winning little tale in its own right.
Let me get the negatives out of the way first, so I can focus on the positives. The prose is generally clean, but there are a couple of small typos, including in the first paragraph (the main character is called “the tin Mug” a couple of times, which surely can’t be right). The art is inconsistent, sometimes cute (I liked the little spoon and the illustration of the (Spoiler - click to show)crest the mug gets at the end), but sometimes really awkward looking (I’m thinking especially of the two kids). And the use of interactivity feels clunky – it often feels like there’s a lot of text in between choice points, and your decisions sometimes come off low-impact, frequently only adding a short paragraph or two of narratively-irrelevant incident before returning to the main, linear thread of the story.
Within those constraints, though, there’s also a lot to enjoy. The Tin Mug makes for a dynamic protagonist, as it’s kind but also rambunctious, so there’s always something going on – this also plays well with the choice mechanics, since the Mug’s characterization felt like it gave me permission to pick to more interesting options rather than the more straight-ahead ones. The Mug’s energy is also conveyed well by the prose, which, while it does have the occasional overly-elaborated sentence, has a sly sense of humor. Here’s how the Mug’s rival in a race around the kitchen counter is described:
"the eggcup…though he did not know it was a relative of the trophies on the mantelpiece in the dining room. Sport was in his blood."
The door-mat’s flirtation with the dessert spoon was also a humorous highlight (how many games could you type that sentence and have it make sense!)
The plot is quite episodic, with three or four sequences that each feel like they could stand alone reasonably well, boasting satisfying setups, elaborations, and payoffs. This injects some welcome novelty through the course of the game’s fifteen-minute running time, which is a good decision – since, appropriately for the genre, no individual element has much depth, more incident and new characters help keep the momentum up. This does mean that I thought the game was coming to an end once or twice before it actually did – but when it did come, the ending boasted an unexpected callback to the very opening, which left me smiling. That’s the Tin Mug in a nutshell – it’s a little bit ragged, sure, but it’s got enthusiasm and is sometimes more clever than it appears.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Gather round folks, for I am about to propose a parabolic theory of metaphors: on one side, you have metaphors that are effective because they’re subtly allusive, creating a tickle of almost-recognition at the back of your subconscious that you can’t ignore. As the metaphor gets more obvious, it gets more plodding, the idea clearer but weighed down by impossible-to-overlook clumsiness. If a writer’s bold enough, though, they can push past this trough, build the image up until it’s a monolith, commanding attention and understanding, imparting power through sheer avoirdupois. So it is with Italo Calvino’s Octavia, a city suspended above an abyss by a constantly-eroding web of chains and ropes that anchors it – for now – to the mountainous heights, a city that’s the setting for, and also main character in, Hanging by Threads (while the debt of inspiration isn’t mentioned in a credits or about passage so far as I could see, and it’s renamed Oban, there’s a hat-tip of acknowledgment to Calvino in one of the game’s branches).
In this short, choice-based game, you play tourist in this impossible place. Brought to its precincts by a guide and told you can only bring one object with you, you have your choice of areas to sightsee – delving down into the lower passages of the city, ironically enough, gives you a vista of the emptiness below, while climbing up will give you a taste of how the city lives, from its bars where you drink clouds to bazaars that run on the honor system. Many of these scenes are exotic and compelling (there’s a glimpse of Oban’s funerary customs that’s especially worth witnesses), but over all of them looms the inevitability that some day, one of the shakes that periodically rattle the city will bring everything crashing down.
Described like this, the game sounds awesome – to go back to parabola thing, you couldn’t think of a clearer metaphor for the trapeze-swinger’s ignorance of mortality we all need to conjure up to go about our daily lives, but because it’s so obvious, and the imagery of the city so rich, as an idea it really works. Unfortunately, the prose often doesn’t live up to this promise, with some awkwardness in the writing undercutting its effectiveness. Like, here’s an exchange between the protagonist and a local priest who’s pushing back on the idea that the city’s doom doesn’t need to be inevitable:
“Don’t you see it a bit excessive? Has no one thought about how to save the city? Keeping it afloat. I suppose the network could be repaired, right?”
“Sacrilege!” The priest turns red and lets out a large amount of air through his nose. “This city was meant to have an ending, we are no one to contrary God’s wishes. Don’t let those hippies brainwash you, this is the way” he says pointing the chasm.
Again, the idea – of a religion so dedicated to humility and the status quo that it endorses mass suicide – has a lot of force, but the references to hippies, the substitution of contrary for contradict, and the overly-conclusory nature of the exchange means that force is dissipated.
My other complaint about the game – well, the rest of this is spoilery, albeit for the end of a game that takes maybe ten minutes per playthrough: (Spoiler - click to show) pretty soon after you start your exploration of the city – usually after I’d been to two locations of the eight or so on offer – you see the following text pop up without warning, and without any apparent connection to whatever dialogue choice or navigation option you’d just selected:
"My surroundings seem strange, as if everything is moving and I can’t stand, so I sit where I am. There’s no doubt now. I don’t have time to watch what the others are doing, and being honest I don’t care, they should be ready for it, and I shouldn’t be living this situation."
And then after a minute of looking at that, you get a thank you for playing screen, at which point I realized that what this cryptic text is saying is that the city’s fallen, right after we started our visit. I really don’t like this choice! It encourages replays, I suppose – as does the choice of which object to bring in, though I found the use of the binoculars at least to be underwhelming, since it just gives access to a view that your character declines to describe in an epic copout – but it makes each visit comically short, and it also winds up negating this incredible metaphor. The point of the image, the way the player relates it to their own experience, is that the city could collapse at any moment; if it does collapse, that’s no longer a metaphor, that’s a disaster.
I’ll repeat that the overall idea here, and many of the specific ideas too, are very fine indeed. With some more polish on the writing, and subbing the rocks fall, everybody dies ending, it could be something special. As it is, though, it sits too close to the middle of the parabola of metaphor to be entirely successful.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
There’s a bit in the British sitcom Extras where Sir Ian McKellen, playing a parodic version of himself, goes on an extended monologue laying out his acting method – which in this case means he explains, at length, that he is not actually a wizard, but he pretended to be one, and people wrote lines for him in a script, which he said, while he imagined that he was actually a wizard and acted the way he pictured the wizard might act.
(The bit is funnier when Ian McKellen does it).
I was put in mind of this skit by one of the pieces of introductory text in The Hidden King’s Tomb:
"The goal of this game is to escape the dungeon. You’ll do this by exploring, gaining an understanding of the dungeon in order to find and navigate towards the exit, and clearing any obstacles that stand in your way. These obstacles can be thought of as “doors” opened by “keys,” though these “doors” and “keys” are usually disguised as other objects entirely. For example, a key could be a secret password used to gain entry to a thieves” hideout, a rope used to climb a cliff, or a lantern used to light a dark room. These are puzzles."
This is hard to gainsay, but also seems to be belaboring the obvious. That maybe holds true for the game as a whole, which is about as straightforward a piece of extruded text-adventure product as you’re likely to see. There are some hints of more distinctive writing, as well as some implementation issues albeit nothing you wouldn’t expect to see in something from a first-time author, so I’d definitely play another game by him. But as for this one, it left me asking myself “well yeah, this is how this kind of game works. Is that it?”
Partially this is due to the game’s tomb-raiding premise, which goes back at least as far as Infidel (though the instant piece lacks that game’s ironic bite; the graverobbing is played straight). While that’s a trusty old setup, it’s not going to set the world on fire – it all comes down to the quality of the traps, the cleverness of the puzzles, and the splendor of the treasures to bring the setup to life. But what’s here checks the minimum of each box. There are three tombs to loot, but they’re all completely unguarded; there’s a little flooding mechanism and a secret passage that provides a bit of a gimmick, but it’s very straightforward and that’s the only actual puzzle; and as for treasures, well, here’s an excerpt from my transcript:
>i
You are carrying:
fourteen lit candles (providing light)
three treasures
The Book of the Dead
The Hidden King’s sword
some wrappings
some bones
>x treasure
You see nothing special about the treasure.
Ooof.
Beyond the bland writing and design, the coding, while competent, could use some polish. The treasures aren’t the only thing lacking a description, and there’s lots of unimplemented scenery in most rooms in this small map. Sometimes default reporting rules aren’t suppressed when there’s a custom one that should take priority, and the corpses of the royal family – at least one of which you need to loot in order to complete the game – are implemented as containers, leading to awkwardness like this:
> open coffin
(first removing the lit candle)
Taken.
Resting in the coffin is a rag-wrapped skeleton.
You open The Hidden King’s Coffin, revealing The Hidden King (wrapped).
> search skeleton
You can’t see inside, since The Hidden King is closed.
> open king
You pull the wrappings from The Hidden King, revealing The Hidden King’s sword and The Book of the Dead.
Again, this is all quite forgivable for a first game, and there were some descriptions I quite liked – beyond the Hidden King, the tomb is also the final repose of the Furtive Child and the Secret Queen, and something about those proper-noun titles carries an evocative hint of mystery, for one thing. I’m guessing the author learned a lot from making it, and entering it into the Comp, so I wouldn’t be surprised if their second game is worth checking out; sadly, Tomb of the Hidden King isn’t.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Credit where it’s due – it’s hard to come up with a good game title, but “An Alien’s Mistaken Impressions of Humanity’s Pockets” is a doozy. It’s slightly awkward and wordy, true, but that’s consonant with the comedically-rich premise it encapsulates, of over-earnest scientists drawing over-confident and overly-detailed conclusions from inadequate information, generalizing about our society based on the random detritus that’s happened to fetch up in our pockets. I’d seen the name when I first skimmed the list of games in the Comp, and I was excited to see it come up relatively quickly in my queue.
Now that I’ve reached it and played it, does it live up to its name and my expectations? Well, yes and no. The plot and premise are exactly as it says on the tin; there’s some extremely light choice-based puzzling as you help an alien named Gaffor (he refers to his people as “aliens”, which is confusing!) do experiments on ordinary household objects to identify their purpose, with their inevitable incorrect guesses played for laughs. But once I was in, I realized two things: 1) there are a ton of typos, including lots of misspellings, inconsistent capitalization, and missing spaces, and a few small bugs (nothing game-breaking, but several sequences that seem like they should only fire once are repeatable ad infinitum) that make the experience less pleasant than I’d hoped, and 2) I’d radically misapprehended how the humor would work.
This is on me rather than the game, I suppose, but going in I’d assumed that this would be a work of satire – like, the aliens would think that our smartphones were religious icons we hold in high veneration to remind us of our connection to transcendent reality – why else would we never let go of them – and conclude that 2001:A Space Odyssey was a documentary about the monolith in whose image they were created. That’s a not very clever gag, I admit – but still, given this setup it seems like you should be able to do something with some teeth in it.
That’s not really part of the author’s agenda, though – the aliens just confuse things by e.g. thinking clicky pens are used for tattooing or maybe as hole-punches, or that credit and debit cards were pieces in a dominoes-style card game. These confusions are played for laughs (as well as being the basis for a desultory puzzle or two) but the jokes are at the level of the Little Mermaid calling a fork a dinglehopper and trying to comb her hair with it. I didn’t find them especially funny, I have to confess, though partially that’s because I was distracted by the omnipresent typos and awkward grammar, which would have made even the funniest gag hard to land.
This is an inoffensive game – and the ending credits suggest it was made as a class project – and as I said, my disappointment was largely about me going in with incorrect assumptions. The few puzzles are reasonably designed and pleasant to solve, boasting at least a little variety so you don’t get bored with them even though they’re all quite simple, so that’s a solid base to start from. There’s nothing wrong with a short gag game that isn’t going for social comment, and the author’s clearly mastered the art of coming up with a grabby title! Still, the game desperately needs a fair bit more spit and polish to get the prose up to snuff – it’s hard to enjoy what is here when the reader is wincing at a typo or grammar error every other line.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. I beta tested this game, and didn't replay its final IFComp version so caveat lector).
I have a bit of history with the Perplexity engine that powers Headlights. A custom parser that aims to provide a natural-language approach to IF so that it can be played via voice (though I’ve admittedly never tried this out), I first encountered it in last Comp’s Kidney Kwest, an educational game aimed at helping kids with kidney disease manage their conditions; despite its humanitarian aims, I cold-bloodedly lambasted it for running slowly, requiring finicky syntax (you couldn’t even drop “the” when referring to objects without the parser complaining), and neglecting basic conveniences offered by mature IF languages (no pronouns, no UNDO, awkward disambiguation). Then this year’s Spring Thing boasted Baby on Board, a comedy about dropping a kid off at day-care, which I similarly found weighed down by an engine that made things way too hard, with few upsides to justify its idiosyncrasies.
So when I saw the author of a new game using Perplexity asking for testers on the forum, part of me groaned, but a fortunately-bigger part of me realized it’d probably be better to be inside the tent peeing out rather than continuing to stay outside peeing in, as LBJ used to say (well, in slightly saltier language). And I have to say, Headlights is a great improvement over what’s come before, at least for my playstyle. At a technical level, it runs notably faster, with barely any noticeable pauses on my machine, and while the game still accepts more complex sentence structures that mimic human speech, typical IF commands are catered to as well. And because the game also offers more traditional gameplay – use-object-A-on-object-B puzzle-solving, for the most part – I could actually see the advantage of some of Perplexity’s key features, like the ability to ask where you left certain items or otherwise interrogate the game about the state of the world.
The flip side of these moves towards the norm is that the scenario is also less novel than in the two previous Perplexity games – it’s a simple series of deserted, dreamlike environments setting up a twist you’ll see coming a mile away, with straightforward puzzles that help pace the experience appropriately but don’t have much inherent interest. And some of the parser’s remaining weirdness – like its tendency to expose ugly game-mechanical constructs at the slightest provocation when they’d better be kept discreetly out of sight – undercuts mimesis. I’m still waiting on the Perplexity game that wouldn’t be better off just being implemented in TADS or Inform, but I think Headlights shows a path towards getting there: firm up the fundamentals, and once the base is solid, lean into a design that takes advantage of the system’s idiosyncratic strengths.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp)
Autumn Chen has had the kind of year that makes one reevaluate one’s standards for productivity. Her impressively-detailed debut in the Comp, last year’s A Paradox Between Worlds, came tenth in a crowded field; New Year’s Eve, 2019, her Spring Thing entry, won nods for Best Writing and Best Characters (and unless I miss my guess, didn’t miss out on a Best In Show ribbon by very much); and just a month or two back, she worked with Emily Short to recover and reimplement Bee, one of Short’s “lost” games.
Coming now to the Archivist and the Revolution, I think it’s that last effort that’s most relevant. Don’t get me wrong, there’s quite a lot of continuity with the two previous games: we’ve got a ChoiceScript-aping game (actually implemented in Dendry this time) with a slightly overwhelming amount of well-written content; we’ve got a cast where just about everybody sympathetic is a (trans or cis) lesbian; we’ve got a plethora of endings. But the narrative structure is largely procedural with randomly-available and discrete storylet-like passages playing a significant role in what the player understands the plot to be, and the interface foregrounds a resource-management frame where narrative actions produce mechanical rewards that in turn feed into new narrative consequences – it’s all very reminiscent of late-period Short (has anyone done the definitive charting of the arc of her career? I mean the Emily Short who’s interested in procedural text and works for Failbetter).
Think I’m reaching? Check the name of the main character then get back to me.
(Post-Comp update: the author replied to this review and confirmed that I was, in fact, reaching)
This isn’t a critique, I should make clear – far from it! Chen’s take on this structure feels assured and very much her own, with a dystopic, genderpunk setting quite far from anything I’ve seen in Emily Short’s work, and her trademark emotional palette of anxious grays and exhausted blues, illuminated by the occasional miraculous, vital yellow, is very much in effect. The mood is sketched with an evocative, efficient opening:
"The light outside the window was bright and artificial, emanating from a poor simulacrum of the sun hanging on the metal ceiling above. Rows of green and violet macroalgal trees emulated an ancient streetscape, the scene completed by the humans walking by. It was the equivalent of midday in the city without a sun."
(I’d forgotten that there’s literally no sun. Metaphors!)
In this downbeat arcology, the protagonist, Em, works as a freelance archivist, working to recover information have encoded in the genetic material of ambient bacteria – this world has suffered from cycle after cycle of horrific war and violence that appears to have destroyed most traditional forms of information storage, so previous generations of scientists have cannily developed this technique to leverage the hardiness of unicellular life and send messages-in-a-biological-bottle to a future age. That idea, on its own, would be beautiful – except that the shores were these bottles have fetched up are dark ones indeed. After the latest convulsion of violence, the city (and maybe the world as a whole?) has been taken over by a reactionary, oppressive party that brutally enforces traditional gender roles – they’ve recently put down an abortive uprising that Em, a trans woman, took some vague part in – and doesn’t seem able to provide even reasonably economically-productive residents with a decent social minimum.
What this means is that you’ve got rent to pay, and to earn money you need to use your skills to decrypt your pick of two or three of a randomly-selected set of snippets of genetic information, and then send the resulting information to the archive (you do this by clicking, there are no cryptography puzzles or anything). Sometimes the information is garbled or no longer meaningful; sometimes it contains important scientific information; sometimes it contains the personal musings of the recently-suppressed revolutionaries; and sometimes it hearkens back to the very dawn of history, and the events that put the city on track to become the hell that it is. And then you pay for food and hormone treatments, hope you’ve netted enough on the day to be on track to make rent, and do it again the next day, with a new set of randomly-selected snippets waiting on your work account.
The game isn’t limited to just this loop, though. You get opportunities to decompress or interact with others in between, or even instead of, shifts of decryption. Some of these are minor-key – like trawling the CityNet for news stories (Em, in a display of obvious self-hatred, always reads the comments), or tooling around in a samizdat MMO. Others, though, unfurl into major character arcs, largely centering on two of Em’s former partners – one who’s also trans, but “de-transitioned” to hide from the authorities, and the other who’s raising her and Em’s son – and just from those short descriptions you can tell there’s a lot to dig into. Oh, and there’s also a mutual aid society made up of folks who share her revolutionary past and want to recruit her.
If this sounds overstuffed, that’s because it’s overstuffed. It’s here that the more procedural, storylet-based design proves successful. There’s no way you could see a fraction of the content on offer in just one playthrough, and you’re somewhat at the mercy of the RNG because what snippets are presented to you will have a significant impact on how much you can guide the story. And while it’s clear that you can focus more on one partner or the other (or neither) depending on your choices – simple enough – there are also ongoing plot threads woven into the DNA decryption. Some of this is game-mechanical, since at the beginning you lack the technical skills necessary to analyze certain cryptographic algorithms, but you can pick up the needed techniques if you find certain snippets that provide a how-to guide. But it’s also narrative, too – there are prefixes to the snippets that I think mark each as belonging to a particular genre, from deep history to the suppressed diaries of revolutionaries to literally Wikipedia. You can lean more towards one set rather than another, but ultimately, you’ll have a very hard time exhausting even one while spinning all the other plates you’ve got to keep an eye on.
This could be a recipe for incoherence, but I found the engine was tuned to create a satisfying story regardless of what was surely the suboptimal course I charted. I began by largely ignoring my job to meet all the different characters I could, then realized I was going to be short on my bills and overcorrected into work mode, then stumbled across a sequence of snippets that put into question many of the things I’d assumed to be bedrock truths of the city, then went broke nonetheless. At the end, my version of Em achieved an unexpected sort of apotheosis, riding a series of twists I saw coming just before they hit, and leavening the grimness of the story in a way I didn’t think would be possible. It felt lovely and inevitable, but it was only one of nine endings! I doubt they’re all as satisfying, but even so, the way I was able to retroactively construct a clear, clean narrative arc out of so many randomly-generated pieces, quite sure that I missed more words than I saw, was little short of magical.
Do I have complaints? By now I feel like y’all know me, I always have complaints. First, for all that the setting is established as violently repressive, in the game itself didn’t feel much sense of immediate threat, even when choosing somewhat-risky options, and the very real threat posed by Em’s rising rent comes off impersonal and inevitable, rather than terrifying – hell, even the online trolls seem significantly less vicious than the kind you see in real life. Beyond that, there’s a closing revelation that doesn’t quite play fair with Em’s backstory. And in a world where my morning paper included Russian missiles raining on Ukrainian civilians, Los Angeles City Councilors taped being absurdly racist while dividing up the city’s districts, and Iranian geronto-theocrats murdering dozens of women and children to prop up their illegitimate regime, the idea that the world’s conflicts would reduce down to the single point of gender identity seems a bit hard to credit – I’m certainly not complaining about the game foregrounding what it’s about and reading the rhetoric of various contemporary right-wing ideologues you’d be forgiven for thinking transgender rights is the only contested ground in our society. But still, there might have been opportunities to explore some intersectionalities around race, since Em is depicted as Asian and I don’t think it’s implied that everybody else is, too (in fairness, some of these dynamics might be explored in DNA-storylets that I didn’t find).
Finally, I ran into some bugs. Several were found in the resource-management side of the game, though since, as I previously noted, that’s not where the action is they were fairly low-impact: A few times, I decoded DNA but failed to get a message the next day telling whether I’d classified it correctly and giving me my payment; on one occasion, I’d decoded and archived two sequences but only had one acknowledged, while the other time I’d similarly archived two but saw only blank lines when I clicked the link to check for messages the next day. And the finale sequence opened with a two-paragraph warning that I was behind on my rent and would be evicted if I went another week in arrears, followed immediately by another paragraph telling me actually I was being evicted now.
There were also what seemed like a few narrative glitches, in particular two sequences that seemed to assume information that I don’t think was established on-screen in my playthrough (Em references a leaflet leading her to the mutual aid society, but I never found such a thing, and in one scene where (Spoiler - click to show) K- has a breakdown, as it’s wrapping up she glancingly mentions getting a new job, which Em rolls with without comment despite not having previously known that K- got fired). And I found one dialogue option in the first meeting with the mutual aid society misleading: one of them said something about how I probably wasn’t a government infiltrator, to which I responded “no”, thinking that would be interpreted as agreement – but the game took that to mean refusing their recruitment pitch.
None of these did much to dent my enjoyment of the game – I’m flagging them in the hope they can be ironed out for a post-Comp release, since The Archivist and the Revolution is richly deserving of a second visit after the present frenzy of games wraps up. I’m curious to see how the narrative engine holds up to repeat play, and what happens if I try to focus my energies on a single plot thread rather than playing the field as I did this time out. But even if you just go through the story once, this is a clear highlight of the Comp.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
January is a postapocalyptic story that puts no interesting spin or distinctive worldbuilding on its hoary premise. The player has absolutely no agency, and the only interactive element is that you can sometimes make the unmotivated choice to read the passages in random rather than chronological order (an option that readers of regular books also have, though understandably they don’t exercise it that often). There’s only one character, outside of the beginning and ending the plot is pretty much just a grab-bag of stuff that happens, and the illustrations that conclude each segment are often a bit amateurish. And speaking of art, the cover, as well as the title and blurb, are at best unexciting and at worst actively off-putting.
It got me more excited than anything else I played in the Comp.
This is another review that’s going to spoil things pretty thoroughly, and there’s at least one thing the game does that I think I would have been upset to know about going in, so I’m once again going to recommend you play January first, then come back here. I found it took a little while for me to settle into it, so even if your first impression isn’t great, give it a half hour to see if you’re able to get on its wavelength – if you can, I think you’ll be glad of it.
Okay, I’ll give one more teaser before getting into the review proper. Here’s a passage from fairly late in the story, when the protagonist, realizing that he doesn’t know what most plants are actually called, decides to just pick the ones that seem to fit:
"He found a sprig of stubby flowers bowered beneath a tree. They huddled together in an unfriendly way, white-petaled, small-eyed, so he called them elderflowers. On the side of the road, fuzzy yellow things sprouted from the earth like uncombed licks of hair. He knew that daisies were yellow, and so daisies they became, and the cat entertained itself by weaving through them, its feathery tail flicking among the flowerheads like it might convince them it belonged.
"Coral tree-buds became peonies; umbrella-wide blooms, dahlias; a weeping of top-heavy bells, willowseeds."
(Spoilers from this point on. But you can now probably guess why I like January. That prose!)
January plays its cards a little close to the chest at first, but seeing the “end of the world” tag in the blurb and the lone shovel in the cover illustration gave me some suspicions. When the first couple of scenes involved a nameless man scavenging through an eerie, lifeless environment with no other living souls around, those suspicions deepened, though I held out hope that this was like a nuclear winter scenario or something (there’s snow on the cover image too!) But no, my fears were proved right soon thereafter when the first zombie reared its ugly, decaying head.
I just don’t get on with zombie stories. Fast, slow, allegorical, supernatural, intimate, blockbuster, it really doesn’t matter – I am down with a comedy zombie, but outside of that very specific special case, if something has zombies in it that’s an instant turn-off. I find gore unpleasant, for one thing, and zombie stuff almost always involves a very blunt form of body horror that I find disgusting but not especially scary. As mindless, relentless antagonists, I feel like they don’t add much narrative interest. And 99 times out of 100, wittingly or not the politics seem to me dumbed-down and retrograde, vindicating the society-shunning “self-reliance” of survivalists, who use violence to reinscribe fear-based patriarchy across the ruins of a failed cosmopolitan society – grosser than any tub of entrails. There are far-distant riffs on zombie stories that I do enjoy, admittedly (like, squint at Battlestar Galactica and you can see the zombie DNA in it, at least for the first season or two), but the original recipe doesn’t appeal.
So getting to that plot point, and realizing I still had another hour and a half of this game left, made my heart sink a little, since I thought I could see exactly where January was headed – a dark, nihilistic slog that would end either with an unsatisfying surrender to the inevitable (my worries on this score deepened substantially once the cat entered the picture), or an implausible, unsatisfying last-minute turn towards optimism. Still, I stuck with it, largely on the strength of the writing. While the opening is quite episodic and not especially creative in terms of the scenarios it presents, January doesn’t waste much time before laying down some well-crafted imagery. Here’s an abandoned train, turned into a shelter by some other survivors:
"The train unfurled from the tunnel like a tongue. The front engine had come to rest half a mile from the mouth of the tunnel, and behind it a long procession of tattered boxcars faded into the dark, their orange paint dulled to sepia and their wheels spiked with weeds. A single oil tanker, bulbous and pale as the head of a cyst, interrupted the straight line of boxcars."
Those details are chosen with care, adjectives sparingly used to pick out what’s important like flecks of white directing the eye in an oil painting. The author uses this literary style to good effect when laying out the various landscapes the protagonist traverses, allowing the reader to glimpse the eerie beauty of the world that comes after this one, but it also is deployed to darker effect, making the zombies’ decaying bodies into aesthetic objects of fascination and revulsion:
"A smaller girl shadowed the window’s bottom panel. The blood hadn’t dripped that far yet; he could see her raw, macilent hands as she dragged herself across the carpet to the window. One of her legs must have sloughed off, or both. She drew close enough to mush her face to the glass, and toothlessly she jawed at it, docked tongue quivering in a cockroach mouth."
This is deeply unpleasant, but it’s a novel way of approaching the subject – the prose holds the zombies at a distance so the reader can contemplate them without the blurring abstraction imposed by adrenaline. Indeed, the protagonist is generally well-armed and competent, and the zombies, while sometimes aggressive, often are portrayed as pathos-inducing and pathetic, almost becoming an especially atmospheric part of the landscape rather than immediate threats:
"And a head, visible now as he approached the window and cut out the sun’s glare. The dead body nuzzled the liquor store window, its hands plastered to the glass, fingers curling at the bottom edge of BEER. With no mandible to contain it, the body’s tongue lolled caninely from its drooping mouth. Harmless. Most of them had forgotten doors."
The style also supports the game’s structure, which is a series of loosely-connected tone poems arranged in a calendar. This is the one place where the player has some say in the text the game provides; at any point in time, you’ll typically have two or three unread days marked on the calendar interface, and you can choose which to turn to next, though as I said above, I’m not sure what reading them out of order would do except needlessly confuse you. There are usually two weeks or so between vignettes, and they often start just as an incident is kicking off, and end before it’s wrapped up, with enough left blurry that attempting to construct the full narrative thread that connects all the dots is a fool’s errand (sometimes reading a later day will open up a new, final page or two in a previously-visited day, which adds more context but typically doesn’t radically revise the player’s understanding of events).
There is one major point of continuity between these sequences, though, and that’s the cat. Early in the game, the protagonist picks up a cat as a companion, and begins to look out for it by getting it food and shelter, and being looked out for by the animal in its turn, as its sensitive hearing and unease around zombies serves as something of an early warning system. Much like the rest of the story, the relationship between the two is predictable in its outlines – we learn from the opening line that the protagonist is fleeing some sort of tragedy, though since this is a zombie story a) we already knew that, and b) we’re also pretty sure what the tragedy was, so it’s through caring for the cat that the protagonist learns to be vulnerable and care for others again. But it’s still very finely drawn, with a light touch that lets the player fill in the blanks, and once I’d realized that this internal dynamic was what January was interested in, rather than positing its zombies as metaphors for capitalism or wanting to comment on the decadence of society or anything like that, I finally relaxed, looking forward to some lovely writing on the way to the clearly-telegraphed end.
And then at the 80% mark, January does something unexpected. All at once, the previously third-person narration switches over to first person, and the flowery prose shifts to a far more grounded style – and this doesn’t just apply prospectively, all the previous entries are rewritten, with a new perspective and new details revealed. This is a jarring change that risks alienating the player, especially so because it’s really the prose that’s the highlight of the first part of the game, so radically altering the writing style risks undercutting the thing that’s drawing the player along, far more so than the comparatively-thin plot and even-thinner interactivity.
Fortunately, the new mode of writing is also very well done, though clearly distinct from what’s come before – it’s comparatively plain in terms of word choice and sentence structure, but the ideas and imagery are still very rewarding:
"I let Cat drink from the cap of my bottle, and watching him lap up the clear water, I thought it was funny how water doesn’t turn blue until there’s enough of it. That it has to grow into itself, like a newborn kitten crawling around blind til it gets the strength to open its eyes."
This just might be a metaphor for how the protagonist sees himself as the story is wrapping up – and the late-in-the-game invocations of Aeneas and Dido also clearly bear some relation to his perception of his role in the originating tragedy. Similarly, there are varying interpretations you can put on the language shift, but one of the simplest is surely just that it reflects the end of a distancing, depersonalized shield the protagonist had erected – and again, despite its slight reticence towards the start, January isn’t trying to be needlessly obscure. But secrecy and concealment aren’t the only route to literary power.
January isn’t faultless. Besides the issues I’ve raised above about genre and interactivity that might prove off-putting to some players, and the art that’s so much less evocative and polished than the prose, it’s also the case that very occasionally the writing gets over its skis – when the protagonist says of a pair of metal scissors that’s grown hot under direct sunlight that “they burned against his ear like a slow-motion boxing, the handle as hot and hard as any father’s hand”, my eyes rolled. But for how many big, big swings the author takes, it’s astonishing how few misses like this there are. It was also astonishing to me that for all the typical aspects of IF that January eschews, I missed basically none of them – this isn’t the sort of game that would be measurably improved by a hunger meter or premature bad endings. If you come to IF largely focused on the interactivity, this one might not be for you, but if the fiction side looms larger for you, there might not be a better game in the Comp.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
There have been a lot of cities in this year’s Comp, I’ve noticed – the arboreal paradise of Elvish for Goodbye, the gentrifying Toronto of Grown-Up Detective Agency, the dying arcology of Archivist and the Revolution, the city-of-Damocles of Hanging by Threads – but I reckon Conduin, the desert metropolis that’s both setting and star of Prism, is the one to beat. The game’s got characters and a plot and significant choices, all which work perfectly well, but it’s this fantastical city at the center of the work, with the story continually circling around the questions of what it is, where it came from, and what it could be.
So what’s the deal with Conduin? While it’s blooming in the middle of the wasteland, with canals sluicing life-giving water in the midst of the sands, it’s no paradise: the city is a stratified place, with the poor chased out even of empty apartments, and growing your own food is a crime because self-sufficiency would insulate you from the lightning-based economy that structures society. Crystal-structured buildings are drawn up from the depths of the dunes by geologicians, the domes of the academy glow on the horizon with the promise of a better life, and couriers cling to a marginal existence, ferrying precious cargo and messages across the rooftops, dodging corrupt constables and cultist-gangsters alike.
This is a hell of a setting, and that’s just what’s established in the opening, before any of its secrets begin to be peeled back. The protagonist, of course, is one of those couriers, with the game starting as they’re hired onto a job that could change everything for them (most people in the city go by “they”; gender is seen as a foreign affectation only a few opt into, choosing pronouns regardless of their body’s biology). What starts as a simple delivery from one scholar to another will see you decide to take a stand against the injustices in Conduin, discover the mysteries behind its rise from arid destitution – or just keep your head down and get paid.
The setup really is masterful, and in some ways I feel like it’s wasted on IF – for all that the author does a good job limning the city and it’s precincts, really this calls out for the AAA treatment. I can easily see Prism as a hybrid of Mirror’s Edge and Dishonored (there’s even some whalepunk elements to this one…), unspooling the same plot over a series of action-packed missions that send you sprinting over, above, and through the city, getting into kinetic fights with the constables, and unlocking supernatural powers if you decide to join the Streetborn cult.
That’s not to say it doesn’t work well in its current form, though. Exploring the city is still very engaging, and unlike many Ink games I’ve played, it’s quite interactive; you can choose to focus on your mission, seek out your childhood friend who has joined the aforementioned group of cultists, or get drawn into a street brawl with a silver-armored superhero. Sure, many of these involve action or sneaking scenes of one description or other – thus the wish for the more conventionally video game version – but the prose is tight and exciting when it needs to be.
While all the pieces are in place for a memorable experience, I think the structure slightly lets Prism down. The game’s overall a sort of dumbbell-shape: there’s the aforementioned delivery mission and related side-activities, and after that wraps up you can either decide to take your earnings and get on with your life, or dig deeper into the secrets that you’ve started to catch glimpses of. If you opt for the latter choice, there’s a time jump, a whole bunch of new characters are introduced, and then you’re conveyed into another action-packed sequence that wraps up the game as a whole. The plot holds together, but it feels unbalanced – after finishing the delivery I spent a long time thinking that I was experiencing an extended, kind of anticlimactic denouement before realizing the narrative hadn’t actually wrapped up. The two pieces didn’t mesh together smoothly in my playthrough, either: I got hints at what Conduin’s engine of prosperity actually was in the course of the delivery, but in the remainder of the game, the protagonist seemed ignorant of those hints even in moments where it seemed like they really should have. Whether these were bugs or narrative oversights, they reinforced the feeling that Prism is two separate experiences stapled together in the middle.
Still, I enjoyed both experiences. Sure, the narrative is a little lumpy, and the fact that I’m gushing about the worldbuilding over all else I think is an indication that the plot and characters are, when you strip away the rococo detail-work, fairly straight-ahead. But it’s not like I needed more of an excuse to play tourist in Conduin, which might wind up being counted as one of the great IF cities.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Maybe we should style the title here as The Thirty Nine Steps by John Buchan, by Graham Walmsley? You see, this is a Twine reimagining of the early-Twentieth-Century novel that kicked off the spy thriller genre, albeit with all-new text rather than interpolating the original’s prose. I haven’t read the book, though going in was dimly aware of the plot – a resourceful hero forced to flee an omnipresent conspiracy, sort of a last-century Three Days of the Condor, with the mysterious title referring to some sort of cipher that needed to be unraveled to foil the plot of the baddies – which seemed well-suited to an IF rendering, what with the focus on action and puzzles.
(I've also heard debate about whether there are anti-Semitic implications to the novel – there are definitely some wrong ways to depict an international conspiracy – but happily there’s nothing like that in the game).
Overall I’d rate this as a successful adaptation. The game has a breathless pace that makes it the interactive equivalent of a page-turner – at every stage, you’re having to live by your wits, eluding your pursuers, trying to make progress on a dead man’s coded notebook, or having to decide whether a seemingly-friendly stranger is a potential ally or a disguised hunter. Throughout, there’s a simple but robust system that sorts most of your choices into clever, bold, or open options – unlike in a ChoiceScript game where these would probably be skills that you would develop through repetitive use, here they’re simply different choices of tactics (in fact sometimes a single decision-point could have multiple clever choices, or none), with the caveat that the best ending is reserved for players who take enough of the trustingly-naïve open choices to maintain their faith in humanity through to the end.
Some of these choices are definitely better than others, mind, and it’s certainly possible to end a chapter with a suboptimal result, or even fail the story entirely. But while there isn’t a save or undo system – they’d probably reduce the tension of the game significantly – in a nice compromise, you can go back and replay each chapter when you hit its conclusion; the few times I tried it, I found it only took a few minutes to retrace my steps and get a more positive outcome.
The game’s prose helps with this overall zippiness. It’s unadorned, but the locution is formal enough to suggest the milieu it’s trying to evoke, and it gets right to the point. Here’s the inciting incident that sets the plot in motion – there’s a lot packed into these two sentences:
"The man on the floor was quite dead, a knife through his heart skewering him to the floorboards. He was an upstairs neighbor, a trim man with gimlet eyes, who had looked at me searchingly whenever we passed on the stairs."
I do have a few critiques, mind. One is that while the game generally lets you fail forward, the difficulty of getting an ending where you figure out the plot and foil it completely seems quite high. For instance, several times in your journey, you’ll have a brief respite where you can try to improve your disguise, find some useful items, get some food or sleep, or work on decoding the dead man’s notebook. Obviously, the latter of these is quite important, but as far as I can make out, to suss out the baddies’ plans you need to choose the code-cracking option every single time. Meanwhile, the game flat-out tells you that the final chapter is meant to be played multiple times in order to gather the information needed for a winning run, without a metafictional conceit to justify the need for such outside knowledge.
The second flaw in the story – and given the genre I’m sincerely not sure how heavily to weight this – is that none of it makes the slightest lick of sense. Like, go back to that opening: you wake up with a dead man in your flat, and with all your belongings searched, because the evil conspirators know that the guy they murdered had written down many of their secrets in a notebook. Of course, you find said notebook almost immediately, at which point you have to elude the agents who are keeping your dwelling under observation so they can jump you. This is all well and good in terms of setting up thrilling set pieces, but pause for a moment and it crumples into incoherence. If the bad guys were so worried about this notebook, and so attuned to the risk of the protagonist finding it, shouldn’t they have murdered him in his sleep, rather than obligingly letting him slumber on uninterrupted? Contrarily, if they’d written him off as a threat, why establish such tight surveillance and try to grab him as soon as he leaves his apartment?
The whole game is like this. You hop a train to Scotland, losing yourself in sparsely-populated Highland villages, only to discover that there are conspirators on the train with you or waiting ahead at the station in the smallest of hamlets – if there’s a justification for this other than that they’ve somehow read the script, I didn’t pick it up. Fortunately, coincidences don’t just break for the bad guys: at one point, I was captured but managed to escape the deserted farmhouse where they’d taken me, only to blunder into a river fisherman mid-angling – who immediately recognized me, as he was a high officer in the Foreign Service who already knew I was innocent of the murder the villains had tried to pin on me and cleared my name without the slightest fuss or bother. Meanwhile, the final confrontation with this octopus-like conspiracy, that’s managed to extrude its tentacles across the length and breadth of the British Isles and has dozens of agents everywhere you look, involves facing down two weedy chaps, an elderly gentleman, and their noncombatant maidservant.
I’m not sure whether these are inconsistencies that can be laid at the door of the original, or were introduced in the adaptation. And again, for the thriller genre I’m not sure implausibility is too great of an issue – I seem to recall that the opening chapter of The Da Vinci Code involves an albino self-flagellating Opus Dei assassin monk named Silas escaping from a Spanish prison when an earthquake knocks down the walls, which is a sentence I can’t type without sniggering, though joke’s on me since it sold eight gazillion copies. Indeed, I almost got more enjoyment rolling my eyes at the silliness of the plot, and then just rolling with it, than I would have if everything had fit together with a neat and boring logic. The Thirty Nine Steps doesn’t seem to mind whether you’re laughing with it or at it, meanwhile – it’s too busy rushing from one fun, ridiculous stunt to the next.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Would it be elitist to confess that I can’t say for sure whether I’ve ever eaten at an Applebee’s? I’ve mostly lived in fairly big cities, and even when I travel for work, because I don’t drive I never wind up at the sorts of suburban strip-malls that tend to host the chain restaurant. For purposes of this review, though, I’m trying to conjure up some associations – I’ve got a sense of the look and overall vibes from Friday Night Lights, since one of the characters was a waitress there for a couple of seasons, and for the actual food I’m imagining Chili’s and subtracting the (admittedly already rather slight) southwestern angle (Chili’s is also a strip-mall kind of place, I think, but there was one sort of accessible when I was in high school so at least I’ve been there a couple times).
Anyway based on that almost-completely-groundless supposition, what I’m coming up with is a restaurant that isn’t any better than it ought to be, but isn’t much worse, either – like, a mediocre place that earns its meh rating not through consistent middle-of-the-road performance, but by frustrating whatever expectations you bring to it: if you think it’s going to be awful, you might be surprised that one or two of the things you get are relatively solid, but if you go in expecting to be wowed, you’re likely in for disappointment.
If that’s right, the restaurant has something in common with the characters of Use Your Psychic Powers at Applebee’s, a short optimization game in Ink that tasks you – an employee of the Schtupmeister brewery, purveyors of a syrupy ale that sounds simply revolting – with reading the minds of four patrons of a franchise somewhere in Middle America and giving them a mental nudge, when the moment’s right, suggesting they try one of your patron’s products using your psychic powers (you can only make one such suggestion per person, due to incredibly-fuzzily-invoked legal issues). In practice, what this means is that you eavesdrop on each, listening to the thoughts of the waitress, the already-in-his-cups older man, the crypto bro, the snot-nosed tween (yes, you can get a 12-year-old hooked on Schtupmeister. Apparently Applebee’s isn’t big on carding?), learning a little about their hopes, dreams, and fears, waiting for a moment when they’re happily distracted enough for your brain mojo to give them a little push.
What you find out, listening in, is that they’re all a little scuzzy – but not too scuzzy. The older guy is celebrating a not-especially-savory escapade that’s left him flush with cash, but he didn’t do anything so awful, and hey, he kinda needed a win. The kid’s consumed with figuring out which of two characters would win in a fight, but he’s also contemplating a crime of his own. The waitress isn’t above a spot of pickpocketing, but adheres to a consistent set of carnie values. The crypto bro – well, he’s a crypto bro, but at least he has a sick mom. And as for you, well, read the previous paragraph about what your job is again.
A game where you only get four opportunities to act could get a little stale, but the author’s done a good job of fitting the design to the constraint. For one thing, it’s short – each playthrough takes maybe five minutes or so, meaning there’s not a lot of downtime where you’re just waiting to click next even if you’ve already taken all your shots. Second, time marches ahead regardless of who you’re listening to – so if you flit from person to person, you could well miss out on a key opportunity, or key information, from someone else. So it works like an optimization game, as you’ll probably do a series of playthroughs focusing on one or maybe two characters each until you have a sense of what their deal is, and when they might be vulnerable. And then there are also a few moments when you’ve got the opportunity to do something other than push a crappy beer on vulnerable people, before reaching the denouement which gives you a last chance to interact with each of the characters and then offers a quickie job evaluation from your boss.
It’s a solid structure that supports four or five playthroughs to get the outcome that feels right to you –one canny thing about the setup is that since complete success means getting a large number of people potentially hooked on a terrible product, the compulsion to play past the point of enjoyment to wring out a “best ending” is largely absent. And honestly, I wanted to put in those replays to see all the jokes I’d missed. I’d characterize Use Your Psychic Powers at Applebee’s more as amusing than laugh-out-loud funny, but it had me smiling a bunch all the same. Like, here’s what happens if you try to strike up a conversation with the drunk guy by pretending you know him from somewhere:
”Excuse me, sir,” you stop to ask the customer. “Sorry to bug you, but this is driving me crazy. Did we go to magician school together?”
”No, I never went to magician school… but it’s not the first time someone’s … asked me that. There must be an up-and-coming… magician who looks just like me,” the customer replies, drunk and befuddled.
Sometimes the author is reaching a little too hard to find humor – there’s a Clubhouse joke that feels instantly dated – but there are way more hits than misses here, and it’s nice that the laughs don’t come too much at the expense of the sad-sacks stuck in a chain restaurant on what feels like it must be a Tuesday night. Between the good writing, clever design, and faintly-detectable humanist vibe, after all maybe this one’s more Cheesecake Factory than Applebee’s.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I remember the first time I heard about post-modernism; I would have been about thirteen (this feels late, especially now – surely kids these days suck post-modernism with their mother’s milk) and my mom, who went back to finish college once we kids were off at high school, was taking a class on the media. I was curious about she was learning, since the idea of my mom taking classes, much less a class not being “English” or “Physics” but “the media”, seemed bizarre to me, and while most of what she related seemed understandable enough, post-modernism was elusive; it had something to do with things that comment on themselves? “It’s like if a hotel were called ‘Hotel’”, I remember her saying at one point, or words to that effect.
The Alchemist is the kind of hotel that could be called “Hotel” – or more to the point, the kind of text adventure that could be called “Text Adventure.” This is I think the third game I’ve reviewed by the author, and in fact it has a lot in common with the previous one I played, the ParserComp entry Uncle Mortimer’s Secret – besides the fairly robust qbasic engine undergirding both titles, there’s a missing acquaintance (there an uncle, here an alchemist – the titles are getting the job done here) whose wacky mansion serves as a hub, via a strange device (there a time machine, here a magic mirror), allowing you to travel to different realms (there different historically-important time periods, here standard text adventure locations like a church or a mine or a lab) to solve riddle-y puzzles and collect clues to unlock the next realm, before eventually reaching the endgame and being reunited with your uncle/friend.
From that comparison, I think it’s clear that I enjoyed Uncle Mortimer’s Secret more – the time-tourism conceit is more distinctive than The Alchemist’s rather generic take on the premise, even if nothing is especially lavishly described in either game. But this one is solid enough too – the main quest is a collectathon and there’s nothing resembling a character or a plot, but the puzzles are pretty easy while being satisfying to solve, and the thing moves at a good clip. Technically, the parser continues to have the quirk where you can’t interact with items in containers or on supporters until you take them, but there’s no inventory limit and by now I’m used to hoovering everything up as soon as I see it – and other than that one foible, it seems like it can do everything Inform or TADS are capable of. Like I said, call it Text Adventure because if you like text adventures, you’ll probably like this one.
Sure, there are things I could call out as especially nice touches – there’s one clue that says “play safe, remember the Battle of Hastings” which I thought was a prompt to wear eye protection (Spoiler - click to show)(it's not), and I’m always a sucker for a game with a narthex. On the flip side, having to type in the key combos that unlocked each realm got more and more annoying as time went on, leading me to check the hints once or twice to confirm that I didn’t need to do any backtracking. And the central puzzle, which involves collecting various bits of quotidian lab equipment like tubing and a beaker, is a pretty underwhelming take on alchemy (though perhaps I’ve been spoiled by Hadean Lands and, in this Comp, According to Cain).
But all that’s besides the point; The Alchemist is a text adventure working through a series of puzzles set across a mid-sized geography, and the puzzles are pretty good. It’s a cop-out for a reviewer to say “if you like this sort of thing, this is the sort of thing that you like” – but in this case it’s true! And hey, maybe I can rescue things by pointing out that self-consciously ending a review on a reviewer’s cliché sounds pretty post-modern to me.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. I also beta tested this game, but didn't do a full replay before writing this review, so caveat lector)
It doesn’t get much more classic than the setup for Crash: you play a lowly maintenance worker who boards a top-of-the-line military starship to repair the microwave and unstick the cabinets before its next important mission, when disaster strikes and you’re the only one who can fix the ship in time to avert a disaster. There are more than a few shades of Planetfall, not to mention Space Quest, in the premise, and while they’re a bit thinner on the ground now than they were a decade or two ago, the woke-up-alone-on-a-busted-spaceship game is a trope for a reason.
Crash isn’t trying to reinvent the wheel, in other words – in fact, I think it’s consciously calling back to the classics, what with the shout-out to Steve Meretzky in the ABOUT text. But, impressively for a debut game, it can hold its own even in this distinguished field, boasting a strong set of puzzles and enough small twists to keep the game distinct from its many stablemates, without straying too far outside of its lane. The implementation and writing are likewise unobtrusive, but in their quietly solid way support exactly the experience the game’s intending to provide.
Admittedly, the puzzles can be a bit tough. Crash has a bit of an old-school edge to it, requiring the player to think carefully about their environment and try actions beyond the obvious ones in order to progress. But the challenges are logical, with reasonably cluing, and for the most part the trickier ones come early, when there are fewer places to go and things to try, which winds up making them more solvable. There are also some good set pieces in the mix, from an extended high-stakes EVA sequence to an engine-rebooting logic puzzle. And while your initial quotidian maintenance tasks are soon demoted in importance, you have the option of completing them for some satisfying bonus points.
As for the twists, there’s a surprising branch point midway through, when in the wake of an accident that increasingly starts to look like sabotage, you’re contacted by two characters via the ship’s radio and need to decide who to trust. Refreshingly, this isn’t a false choice that will just color the experience, with the narrative cheating to give you a happy ending regardless of who you pick: there’s a right answer and a wrong answer, and if you act hastily things are likely to go quite badly for you. It’s an unexpected social-engineering challenge in the middle of what’s otherwise a very gearheaded game, and makes for an entertaining and engaging change-up.
I’m personally not overly enamored of the Infocom-style “golden age” of parser IF – the more narratively convoluted early-aughts style is more my jam – but I can appreciate a good throwback when I see one, and Crash definitely qualifies. And with its shorter playtime (it’ll neatly fill out a typical two-hour Comp slot) and merciful design, it’s a forgiving way of dipping back into these classic waters without having to put up with all the annoyances one’s memory tends, conveniently, to elide.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
The eternal pastime of the ur-protagonists of parser IF was treasure-hunting. From Adventure to Zork, the player may have delved, fought, and explored, but in the end they accumulated points from plunder, wresting valuables from the bowels of the earth and/or their rightful owners to bring them back and heap up treasures on the earth. The fashion for such things has long since passed, of course, but it’s intriguing to note that one of the most modern of IF subgenres, the Verdeterrelike, hearkens back to such deep roots. These optimization games play very differently, of course featuring as they do dynamic environments, aggressive timers, and less emphasis on individual challenges in favor of the repeated plays unlocking the overall metapuzzle of calculating the best route and best timing to loot the most stuff – they can feel almost like roguelikes, where the expectation is that the player pursues, though never reaches, mastery through failure after failure. But peek below the chicken costume of the protagonist of Mike Spivey’s Sugarlawn, say, and you’ll find the amoral wielder of an Elvish sword of great antiquity.
Into the Sun sits squarely in this new-yet-old tradition, and at first it seems to just be playing the hits: like Captain Verdeterre’s Treasure, which inaugurated the subgenre, it’s set on a ship that’s not long for this world (here a derelict spaceship that’s about the fall into a star’s gravity-well, admittedly, rather than a pirate vessel taking on water), with a goal of maximizing the salvage you collect in the time remaining in order to get the biggest payday. The puzzles similarly also trend towards the simple, largely being straightforward door-and-key puzzles you’ve seen a million times before.
What’s unique about this game, though, is that you’re not alone. To explain the spin Into the Sun puts on the standard setup requires a spoiler, though one that becomes clear about five minutes into the game. So I’m not going to spoiler-block the rest of the review, but fair warning if you’re sensitive to such things that you might want to step away after this paragraph.
I suppose it’d be polite to write some filler here so folks who’ve decided to bail don’t accidentally see the spoiler. So let me just mention a few random things I liked. First, there’s an incredibly-helpful map that’s bundled with the download – definitely check that out. Also, for all that the spaceship setting is incredibly generic (more on that in a bit), it’s atmospherically described. Here’s a utilitarian corridor:
"With the batteries running out, the lights in this section collide with the smoke to create an orange glow. It gives the room an imagined warmth, where there is none in space. The companionway is wide, with an access panel on the forward bulkhead."
That’s nicer than it needs to be (I enjoy the word “companionway”).
OK, that’s the buffer done. So what the deal is is there’s an alien on the ship with you. Sorry, I mean an Alien – it’s got acid blood, a penis-shaped head, the table manners of a toddler, the works. Let you think I’m being overly-dismissive of an author using what’s by now a very well-established sci-fi archetype, exploration will turn up various logs referencing Ripley, Dallas, and others – it’s the Nostromo, you’re being stalked by a xenomorph, everyone knows what’s up. What this premise loses in originality, it gains in clarity – everyone knows how these guys work – and terror – because everyone knows how these guys work.
What that means is that even as you’re picking your way around the ship, discovering key codes and hoovering up personal mementos and likely bits of tech, the alien is stalking you. And because the map is replete with dead ends and choke points, it will catch you sooner or later. Fortunately, the first item you get is a cattle prod that will let you fight the monster off at least a few times, and there are few additional limited-use weapons you can pick up along the way. But when you’re out of those, you’re done, even if the ship still has a ways to go before it’s sucked into the sun. Having what’s in effect two timers rather than just one enlivens the formula substantially, because you don’t wind up just plotting the same course and slightly optimizing it each time; you need to pay attention to where you hear the alien rattling around, and make canny use of the elevator that can zoom you from the top deck to the bottom one, in order to conserve your weapon-charges.
The other tweak the alien imposes is that when it’s not stalking you, it might be venting its rage on the derelict ship. As you explore one deck, it might be tearing open access panels on another, and using its acid to melt through some of the items you’d be hoping to acquire for yourself. Again, this substantially changes the tweak-and-optimize gameplay loop typical of these games, because you can’t know whether the crate of valuable wines will still be intact even if you make a beeline for it. What’s more, the game also randomizes the locations of some of the puzzle-solving items, so you can’t know for sure where you’ll find the flashcard that tells you the code for the door locks.
Well, so much for description: do these changes work well, or no? I am going to split the difference, characteristically. I played Into the Sun twice through, and enjoyed both playthroughs – they were tense and I always felt like I was on my toes, improvising and having to balance playing it safe against going out on a limb to go for one of the more valuable items. But having gotten a reasonable payday my second time out ($2,190 “adjusted dollars”, if anyone wants to compare high scores!) I don’t feel much compulsion to go back and try for something even bigger. The optimize-and-tweak loop, turns out, is highly compelling to me (I play a lot of Zachlikes, for the record), and Into the Sun injects sufficient randomness to break it. I didn’t wrap up runs itching to try doing just one thing different next time; instead, I had to gird myself to start from scratch and come up with a plan of attack mostly from scratch. In some ways this makes the game a better design – and also makes it easier for me to feel satisfied with my experience playing it within the Comp’s two hour limit, whereas I feel like with Sugarlawn I’d barely scratched the surface – but all told, I think I prefer a more straight-forward Verdeterrelike experience (no need to include an Elvish sword, though – my appreciation for the classics has its limits).
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I generally find people who like to bang on about their unpopular opinions kind of irritating; typically they’re either casting a perfectly normal opinion as “unpopular”, or taking a perverse, trollish glee in pushing what’s often thoughtless contrarianism. In both cases it’s unpleasantly attention-seeking – like, just say what you’re going to say and let it stand on its own.
But – of course there was a but coming – I am going to fail to take my own advice here, because I think before you read this review, you should know that I don’t like Fallen London. I know that this is a minority view, especially around here, and I can appreciate the appeal. The weird-Gothic setting is creative, and the writing is very good at prodding the player’s imagination with a whisper of a suggestion here and an unexplained proper-noun there. And the idea of a role-playing game where the highest-stake conflicts aren’t about shoving your +18 Flaming Zweihander of Golgothan Fury into someone else’s entrails 17-24 times, but decocting the rarest vintage to impress jaded partygoers or gambling your soul in a high-stakes poker-game – yes, very cool. But despite the quality of the fiction, I can’t look past the mechanics. Everything you do gets commodified – if you have a flirtatious encounter, the game informs you that you’ve gained 13 Memories of Kisses, and if you get betrayed by a co-conspirator, you gain the Vow of Revenge quality. And on and on and on, until your character is toting around dozens of different abstractions and enough personality tags to populate a madhouse.
For some players, I can see how that leads to greater engagement by tying the narrative and mechanical sides of the game together more tightly, but for me, it just makes everything feel arbitrary. The sprinkling of flavor across the top isn’t enough to distinguish the various sub-currencies that begin to feel interchangeable, and the transparency about how your stats translate to a probability of succeeding in any particular course of action reduces choice to just trying whatever’s most likely to succeed. After a very short time playing, I even found myself skimming the lovely prose, since all that mattered was the number. This is a very self-defeating way to play Fallen London, obviously – and I’m aware that most people engage with it in a much more rewarding way – but I can’t figure out how to turn off the part of my brain that jumps straight to the mechanics; I’m like the guy in the Matrix who just sees the code behind the simulation.
I’ve allowed myself to go off on this digression at length because, for all that it has notable differences, my experience of playing Lost Coastlines is 90% similar to how it felt to try Fallen London. This is a big game, taking the protagonist into a randomly-generated dreamworld that’s home to dastardly pirates, sentient frogs, diamonds that hold magic in their hearts, and a whole city of clowns (admittedly I noped the hell out of that one rather than explore it). There’s an RPG-style character generator where you can focus on your fighting or sneakiness or seacraft – oceangoing is a key part of the world, with settlements scattered across a series of islands – and choose a few additional advantages, then you can opt into a nicely-done (albeit occasionally infodumpy) tutorial that walks you through the basics, or skip it in favor of reading the high-production-value manual that comes with the download, and then you’re unleashed on this world of adventure to make a name for yourself. You can explore randomly – sometimes coming across blank spots on the map, where you’re given the opportunity to name them – or take on quests for various factions, or trade commodities from one village to another. And at most locations, you’ll encounter a little storylet where you’ll have a choice of bespoke options, like whether to STUDY or PLUNDER a set of ruins, and get some money – here called “pleasance” – or Fragments of Knowledge or some other reward, if you succeed at a stat test.
It’s a lot to dig into, and there’s even a good balance between randomly-generated content and hand-crafted locations that seem to offer deeper, less randomized storylets with unique mechanics and dependencies on stuff you do, or people you meet, in the rest of the world. And there’s a medium-length sea battle system. All of this is stuff I should dig, but unfortunately, despite all the craft that went into Lost Coastlines, it still left me kind of cold. It just gave me that same old vibe that it didn’t matter where I was exploring, mostly the events were being pulled out of the same hat, with just a different probability distribution depending on where I was sailing. And for all that there are many kinds of rewards and things to collect, they all seem to work similarly, either directly increasing your stats or pleasance or providing abstract coupons that could be redeemed for these benefits in the appropriate circumstances.
It wasn’t long before I was mindlessly sailing the seas, looking for whatever options seemed most likely to succeed and skimming the resulting text to see which numbers were increasing. Again, this is maybe just something broken about how I’m able to relate to games like this, though I do think there are a couple factors that maybe exacerbated the problem. The most superficial is that I find the default ADRIFT presentation ugly and a bit hard to read, and though there are a variety of view options I haven’t been able to find a combination that’s any better. The most significant, though, is that the overall game structure isn’t very compelling. While there do appear to be hard-coded stories, there isn’t an overarching plot to follow; at any point you can choose to wake up from the dream, and you’ll get a score that’s just your pleasance minus the sum of negative characteristics you’ve accumulated. I ended the game twice, once with a couple hundred pleasance and once with about 1,500, but I got the same perfunctory ending each time, with no narrative reward or even context for what’s a good score and what’s a pathetic one – as a result, I didn’t feel myself especially motivated to try again to cover more ground or get a bigger number just for the sake of it.
My enjoyment was also reduced by the suspicion that the game could use a little more tuning – that’s a little churlish to suggest given the scale of what one amateur author has created here, but still, it reinformed my mechanical mindset when I realized that the penalty from failing to feed my crew was significantly lower than the cost to buy food, so I might as well let ‘em starve. I also felt like I succeeded much less frequently than the odds cited by the game would imply; I lost like four Chancey tests in a row, for example, when I should have had like a 55-75% likelihood of succeeding at each. Sure, could be that’s just the luck of the draw, but it grates, especially since UNDO doesn’t change random results and at least in my playthrough, I found it pretty hard to get much of a toehold in the early going. Plus I think I ran into a significant bug when I visited the aforementioned City of Frogs – my options were either to hire one using a resource I hadn’t yet found, or attempt to gain their trust, but nothing I typed would allow me to have a go at the latter choice, so I had to UNDO my way out of there.
I’m curious to read other reviews here, because as with Fallen London, I’m guessing that my reaction is pretty idiosyncratic – I can recognize the passion and effort the author put into the game, so I’m hoping that once again my opinion is an unpopular one, and there are other players who can give it the praise I think it deserves.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Not infrequently, I’ll argue in a review that a game seems unfinished. Usually what I mean is that it’s buggy, or the prose needs an editing pass, or pieces of characterization don’t seem consistent, or puzzles come out of nowhere. The Counsel in the Cave, a character-driven journey into other worlds written in Ink, strikes me as unfinished but in a completely different way: what’s here is high-quality and polished to a high sheen, but the game seems to be missing large chunks of its own story. Some of this seems intentional: there are bottom-lined recaps of the missing action woven into the later scenes, and the “page numbers” displayed at the bottom of each passage look to jump ahead by a few dozen in between each act. It’s still a storytelling choice I found frustrating, though – I loved the game’s grounded beginning and stakes, and really enjoyed the connection and dialogue between the two main characters, but found the compressed runtime stepped on the character arcs, and the abrupt way the narrative leaps into its fantastical elements made them feel somewhat arbitrary.
Let me be clear: I’m not just trying to balance criticism with praise, what’s good here is really, really good. The story opens with two teenagers talking through their feelings about their upcoming graduation from high school in suburban Pennsylvania and potential college plans, each striking slightly different balances between excitement for the future and nostalgia for the past. I’m no Pennsylvania expert, but the local detail strikes me as authentic (wrestling powerhouse Lehigh University gets a namecheck!) deepening the sense of place, and their conversation unfolds in a walk through the hills where the two – vacillating May and driven Jason – reminisce about their shared childhood. The game’s presented in (screen?)play format, but even in this dialogue-driven presentation the landscape comes through powerfully, albeit with a postmodern sense of unreality:
"The curtain rises on a steep green hill covered in clovers. On stage right, tall trees line the edge of a small wood. Below us on stage left, unkempt vegetation grows more wild.
…
"Little can be seen through the dense canopy of low tangled trees. Beneath the brush, mosquitoes buzz and hum. Resting on a rocky creek bed written with tree-roots, May spies an old rowboat split by a twisted vine."
For all this well-observed detail, though, these hills are anything but mundane. Strange obelisks float midair, carts roll of their own volition, and dinosaurs skulk in the woods. It’s maybe a bit much to throw in all at once, but the matter-of-fact way the pair accept all this weirdness creates an alien mood that I found made for a compelling juxtaposition with their more relatable late-adolescent concerns. And the magic realism makes for some lovely images. Here’s Jason, talking about the tall power transmission towers whose cut wire-ends float frondlike in the sky:
”Now they look like titans. As if at night, they put down their wires. And instead of staying here, wander the earth in search of something greater.“
I am very much here for all of this, and as the first scene wrapped up, with May, on Jason’s advice, readying herself to find a guidance counselor who seemed connected to powers beyond this reality for counsel about her mixed feelings about leaving town, I was very much on board. So I was very much taken aback when in a single short paragraph, the second sequence opened by saying she’d looked for the counselor, hadn’t found them, but had fallen into a portal into a multiversal realm of refracted, fantastical realities. Still, I found that after this hiccup, the game did regain its footing – this scene consists of a dialogue with a denizen of the otherworld that continued to play the game’s themes will adding some new lovely metaphors, even if some of them are a little on the nose. Here’s an exchange between May and ethereal fisherman Moondog, talking about some fairy-type creatures she sees riding on what look like underwater rays:
MAY: How do they steer? I don’t see any reigns. [sic]
MOONDOG: Ha! They don’t! The riders surrender themselves to the creatures’ wills. That and the winds. See, the manta rays are blindfolded. They operate on instinct alone.
Any relevance to how May is overthinking her future education and life choices is completely coincidental, I’m sure!
Where Counsel in the Cave really started to lose me, though, was the third and final scene. I don’t want to fully spoil the story, but there’s an even bigger jump ahead in the narrative, with adventures, revelations, and character development addressed only in brief flashback. Don’t get me wrong, sometimes it can work to mention past events only by allusion – a little mystery can go a long way, and having to choose which one of three people May met in her journey to tell Jason about means that many players will only see the sentence “But there I met the Ticking Timekeeper, with his cart of clocks” without ever having it expanded on, which is perfect.
But May’s moment of catharsis, resolving the conflict inside her, also happens off-screen between the second and third sequence, which I found incredibly unsatisfying – that’s not the kind of stuff you can just skip without harming the plausibility of the character arc! Things feel even more abbreviated with Jason, who undergoes a calamitous misfortune and sprouts a hitherto-unmentioned Tragic Backstory. As a result, while I could tell what emotions the finale was working to evoke, it fell far flatter than it should have given the quality of writing on offer.
It’s hard to fully make sense of the author’s intention here – from a few post-game notes, it seems as though parts of the game are drawn from dreams, which can certainly lend a disconnected feel, but there’s also an indication that it might be a work-in-progress, and they decided to polish up half of the story and release it into IF Comp as a teaser for what might be an eventually whole piece to come. I hope that’s the case, because I suspect I would enjoy the final version of Counsel in the Cave very, very, much – as it is there’s still a lot to like here, but the absence of space to fully establish, then play out and resolve, the characters’ inner conflicts is a real shame.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Friends, I have by now been around the block a little bit. I’ve been playing Comps since aught-two, on and off, and in that time I’ve lost count of the cryopods I’ve woken up in, the dragons I’ve run away from, the obfuscated allegories I’ve squinted at (the prepositions I’ve left dangling)…. But this is a new one on me: sure, you could say A Matter of Heist Urgency is a straightforward enough creature, a comedy parser game, on rails, where you foil the theft of the kingdom’s crown jewels from some evildoers.
But ye gods, the details: start with the title, for one thing, which sounds like it’s trying to be a pun but one I can’t for the life of me decode; then the world, which is a completely-unexplained off-brand My Little Pony thing (this isn’t actually My Little Pony, right?); and the protagonist, Anastasia the Power Pony, whose deal is likewise basically assumed and seems to be like a horse-person-superhero, maybe with a secret identity, since before investigating the theft you “disguise as Bess” (albeit when you arrive and X ME, you’re told “You, Anastasia the Power Pony, look just like you always do”). Once you show up at the scene of the crime, it only takes a few moments of looking around to find clues indicating that the culprits must be a band of evil llamas (this is starting to feel suspiciously speciest…) and you zoom off (you can fly) and soon find yourself in the first of three extended fight sequences that wrap up the game.
Per the ABOUT text, the game’s raison d’etre actually is to test out how to do action scenes in IF, so perhaps these oddities are just about the author wanting to get to said test-bed scenes as quickly as possible. But it’s still fairly disorienting stuff, all the more so since I dunno about you, but if I were trying to come up with a premise to justify some design experimentation around fight sequences, “superhero horse jewel theft” isn’t even the 23rd one I’d come up with.
This isn’t necessarily a bad thing, though! The off-kilter plot elements help keep the game from feeling too dry, and it’s game’s designed so you don’t really need to know much about what’s going on to make progress. Indeed, even just speaking mechanically each set piece works pretty well on its own terms. The initial investigation scene just involves typing X [SCENERY ITEM] a couple times before it automatically ends, but the game does a good job keeping track of which clues you’ve found and making the order seem natural regardless of where you start looking.
The first of the fight scenes is a little dull, admittedly – you just type ATTACK [TARGET] until you’ve worn down your three assailants, as best I can tell, with the RNG deciding whether you hit, or are hit in turn. But the remaining two mix things up in fun ways, with the second allowing you to use the environment on a pirate ship to take out mooks with a single action, and the third implementing a choice-based approach to fisticuffs for the “boss fight” that bottom-lines things just as the action is starting to wear thin. Then you get an ending – there are a couple of choices here, plus a ranking based on how efficiently you won the first fight – and that’s your lot, probably having never caught your breath or having twigged to what the heck is meant to be going on.
The game styles itself “An Anastasia the Power Pony Adventure” – though it’s the first of its kind, that subtitle seems to indicate there might be more to come. Hopefully future installments wouldn’t be quite so monomaniacally fighty, but despite my confusion I had fun with this pacy, silly game that doesn’t wear out its welcome – so I’d be down for a second installment, though I’d hope for a flashback to Anastasia’s secret origin or something so someone could explain exactly what is everybody’s deal.
EDIT: Wait, I think I got the title – it’s a pun where you pronounce “heist” like “highest”, so “a matter of highest urgency”. But that’s not at all how I'd pronounce that word! I repeat, this game is kind of zany.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp)
Rarely have I encountered as felicitous a coincidence between a game’s theme and my ultimate feelings on it as I have with The Thick Table Tavern, a high-production-value fantasy bartending sim. It comes on strong and heady, with a cool spinning logo upon startup and an enticing bear-foam animation behind the main menu, and the complex-seeming but ultimately straightforward bartending interface put me in mind of the sense of mastery that comes once you’re a few drinks in. The welcome I got from the companionable cast of characters, meanwhile, mirrored the warm, friendly flush you feel once you’re proper tipsy.
From there, though, things started to go awry. Bugs led to story events repeating themselves, making me feel like I was blacking out and losing my memory. Bartending started to become tedious, like when you’re drinking because that’s what you do, not because it’s much fun anymore. And ultimately, while I thought I’d saved enough money to realize my dream, somehow I must have pissed it all away without realizing it, ending the night broke and embarrassed.
Let’s circle back to the good stuff, though, because there’s a lot of it. This Twine game is one of the prettiest I’ve ever seen, with well-chosen colors and icons and an attractive but functional bartending system that makes it easy to pick out the host of alcohols, mixers, and garnishes you’ll use to construct cocktails for the inhabitants of the generic fantasy town you inhabit. Your co-workers are stereotypes – the gruff boss with a not-at-all-hidden heart of gold, the gossipy barmaid, the sensitive artiste of a chef – but they’re appealing stereotypes who are fun to hang out with, and they seem to care about the protagonist with a low-key affection that creates a pleasant, chill-out game vibe (it helps that the author has a good ear for dialogue). In general the prose feels like it’s translated from another language – there are some homophone errors, like “faint” for “feint” – and pretty much every passage could be edited down by 20 or 30 percent, but the writing is enthusiastic without going over the top. Here’s an early description of a hangover, by way of example:
"Still, you do not yet despair from your condition. Instead, you rouse yourself into acting on your behalf, even if blinded and quite alone. Waving your free hand around, you hope to find some sort of light switch to flick or some candle to extinguish, as a way to relieve your fragile glossy organs from this hellish torture."
The structure is a plus too. Each day, you come to work, and get ready for the shift to come – cleaning the bar, restocking it, and bantering with your coworkers. Then you need to fill three or four rounds of orders, with a special event of some kind usually coming around each day’s lunch rush. At closing time, you tot up your tips and measure your progress towards the goal you picked at the beginning – earning enough to pay for membership fees at the adventurers’ guild, buy the bar, or purchase a robot bartender (I think? I’m just judging by the dialogue option for that one so it might play out differently). You’ve typically got a few choices in how you interact with your colleagues and deepen your relationships with them – oddly for a bartending sim, the customers are nameless, faceless abstractions outside of the unique events where you’ll meet a fortune teller, or old married couple doing one last trip, or fourth-wall-breaking spirit dispensing endearingly self-deprecating commentary on the author’s shortcomings.
Most of what you do, though, is mix drinks. The barmaid will give you a set of orders, which you work through one by one using the aforementioned graphical interface. Everything has a whimsical fantasy name, but you can always toggle on a recipe card to learn that Wyrm’s Piss is just a fancy name for beer, or that the ingredients for Sailor’s Demise live up to their billing – gin, absinthe, grenadine, and orange juice, ugh, that’s a headache in a glass. There are three difficulty settings, and playing on Normal, it was always clear what I needed to do, modulo having to decode the icons to figure out that cherries came under the “berries” category (they’re actually stone fruit) and relying on some out-of-game knowledge to realize that I could get grenadine by clicking the syrup icon. On hard, apparently there are timers, but overall bartending feels like a pacing mechanism to help immerse yourself in your character’s job.
Unfortunately, I do think the pacing is a bit off. The game runs over 14 days, and it took me about 40 minutes to play through the first of them, which included mixing about 16 drinks, which felt like a lot. Subsequent days went quicker as I realized which bits of text were repetitive, and got more used to the interface, but still, I often wound up having to make 15 or 20 drinks to advance through each day, which feels like too much given the essentially repetitive and unchallenging nature of the bartending minigame. Despite this slight grindiness, though, I was enjoying myself as I wrapped up day seven, which involved the bar owner running a special promotion that saw seemingly the whole village come in for a drink (I mixed 31 of them) – especially since at the close of that day I’d managed to accumulate 321 coins, just over the 300 I needed to achieve my goal (I’d run into a strange bug that meant I only earned 3 coins apiece for the first few days, despite the end-of-day-wrapup screens indicating I should have been getting more like 60-70 each night, but fortunately it wound up correcting itself).
Relieved of the burden of focusing on filthy lucre, I was excited to see what the next day’s special event – so imagine my surprise when on the afternoon of day eight, the bar owner decided to run that same promotion, leading to the same ridiculous rush of patrons. And then imagine my frustration when the same thing happened on days 9, 10, 11, 12, 13, and 14. On the plus side, that meant I finished the game with over 1,200 coins burning a hole in my pocket – but returning once more to the negative, perhaps that meant a counter looped over or something, since on day 15 I got a depressing ending indicating that I hadn’t earned enough for my guild dues after all, and would have to try again.
From my understanding, the author has since fixed these bugs, so hopefully future players will have a smoother time of it. And the game well deserves the effort – I’m bummed that bugs cut short my enjoyment this time out, but now that it's gotten a few more renovations, I suspect the Thick Table Tavern will be a rewarding place to be a regular.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. I also beta tested this game, and haven’t done a full replay, so caveat lector)
There are various origin points for what we’ve come to call IF – Adventure, most obviously, but you can also trace choice-based games back to the print Choose Your Own Adventure series and its own early-20th-Century antecedents, and Aaron Reed defensibly started his 50 Years of Text Games series with the initial, purely-text versions of Oregon Trail. There is an eccentric uncle in the attic nobody really likes to talk about, though – or rather, aunt, since I’m speaking of the chatbot ELIZA. Viewed now as little more than a parlor trick – though how could it have been anything else, given the hardware constraints at its 1960s inception? – AI tech is finally catching up to the possibility of having a computer that can engage in a dialogue with you, even if the Turing Test is in no danger of falling anytime soon. So it makes sense that authors are now attempting to re-cross the streams and make a chatbot into a game, rather than something for pre-teen boys to feed dirty jokes into.
Of the runs at this idea that I’ve seen, Thanatophobia seems the strongest. I’m not equipped to evaluate the back-end of what makes it feel reasonably responsive, but there are some design parameters that are cannily set up to paper over the inevitable infelicities that will come up when trying to speak English to a robot. For one thing, the interlocuter character is set up as someone disoriented and not in their right mind, so the occasional odd interjection doesn’t seem too mimesis breaking. For another, the game’s built around a mystery with several pieces, so it’s less likely the player will spend so much time on one topic or area that they start trying increasingly-odd questions or statements. The author’s also done a good job of fleshing out various non-essential bits of backstory so that there’s room for the player to explore without quickly seeing the difference between the hand-tuned, critical path content and generic chatbot oatmeal.
The story being told here isn’t especially novel – there’s a little bit of a twist, but plumbing an allegory to discover someone’s hidden trauma is well-trod territory in IF by this point, albeit it does act as a clever homage to the psychoanalyst-aping roots of the chatbot conceit. And the characters inhabit well-worn archetypes without doing much to distinguish themselves. But for a formal experiment, keeping the narrative tame is probably the right call. Similarly, while the expected chatbot-friction is reduced, it’s definitely still there – but I do wonder how much of that would be smoothed if there were more uniform player expectations about how to interact with such things, much as there are by now for traditional parser games.
All told I found Thanataphobia a success, perhaps more intriguing for the directions it points to than for what it accomplishes in itself, but an entertaining way to spend an hour nonetheless.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
IF, it hardly needs repeating, is not real life. That’s probably for the best – blasé as I’ve gotten about managing spaceship crises after being woken prematurely from cryosleep, in actual reality I would not handle that well, and let’s not even bring up Great Cthulhu and his goons. Sadly, in the Last Christmas Present, the arrow flips the other way: this is a parser-IF rendition of a magic-themed scavenger hunt the author created for his daughter, which seems like it was completely awesome in real life, but unfortunately makes for a lackluster time when rendered into a video game. Partially this is due to the difficulties of translation – the hunt’s centerpiece is an elaborately-described map that doesn’t work quite as well in prose form – and partially due to some implementation issues that make what should be fairly simple puzzles much too hard.
Here’s the inevitable part of the review where I need to pause to clarify that the theme isn’t just “magic”, it’s “Harry Potter” – the map is a riff on the Marauder’s Map from the books/movies, what you’re looking for are papercrafted snitches, like from quidditch, and there are a few optional clues that rely on deep knowledge of Potter lore, though I suspect 99% of players will do better just searching at random rather than attempting to decode their obscure references. Per the ABOUT text, the scavenger hunt was conducted in 2013, back in the halcyon days when there was no reason to associate teenaged wizards with hardcore transphobia – which is unfortunately no longer the case in this fallen age of 2022. While the game very much seems to be offered in innocent fun, I can definitely understand some potential players not being able to look past the Rowling connection, though speaking personally, the fact that the puzzle was created nearly a decade ago and that this is a free fan game meant I felt okay about continuing.
Back to the game: you play a tween who’s opening one last Christmas present from her parents, which turns out to be a map of your house. The thing’s lovingly rendered with all sorts of different folds, flaps, stars, and riddles, on top of the depictions of the rooms and yard which are all made up of words (in a neat touch, once you unfold the map to a particular region of the house, the description of exits will update to use the new magic-y room names). As a physical artifact to pore over, it looks really cool, a wonderful centerpiece for the puzzle (if you check the readme included in the downloadable zip file, there are links to pictures of the thing). But in prose – well, here’s the fourth of five folds:
"The lines of the fourth page show the Great Room and the Kitchen (marked House Elves Only on the map). Where the Christmas tree would be, there is a large label with the words “The Great Room”.
"Underneath that label, to the south, is what looks like a paramecium made from the words “Kitchen Island” repeated over and over. It is labeled “House Elves Only”.
"On the left, to the west is the doors to the front garden, labeled “Porticus Imago”.
"On the right, to the east, are the steps leading down to what would be the Guest Hallway with the steps up to the Balcony beneath.
"In the bottom right corner of the Kitchen area is a curved room labeled “The Cauldron Cupboard” that looks like it would be the larder. At the bottom is a round circle labeled “Flue Network” where the Pizza Oven would be.
"In the bottom left corner is a label “Way to the Forbidden Forest”.
"There is a star in the top left corner of the map, in what would be the south-west."
This is a whole whole lot to parse, even before you get to the fact that not all the locations or paths mentioned on the map are accessible to you – and it doesn’t help that the geography of the house is a little confusing, meaning I desperately wished that the loving descriptions had been truncated with an eye towards playability (playing alongside the pictures of the feelie might have been easier, but I only noticed the links in the readme once I'd finished the game).
Because this is a scavenger hunt that was conducted in real life, there aren’t many traditional object-manipulation puzzles – most of what you need to do is just search in the right place for the four MacGuffins. In theory, this should be easy, since there isn’t that much scenery implemented – and in fact it’s easy to blunder your way into at least half of them through simple trial and error.
I found the others rather challenging, though, largely because of oddness in the game’s implementation. Using the map is harder than it needs to be, for one thing – on the last fold are two flaps, a top flap and a bottom flap, which the game clearly flags are hiding something. But the simple action of unfolding them is way harder than it needs to be:
>unfold map
You are at the last page. There are two flaps on the last page, closed.
>open top flap
You can’t see any such thing.
>open flap
You can’t see any such thing.
>unfold flap
You can’t see any such thing.
>open map
You are at the last page. There are two flaps on the last page, closed.
>x flap
That noun did not make sense in this context.
>x top flap
That noun did not make sense in this context.
>open flaps
You pull apart the top and bottom flaps.
(Adding insult to injury, the main reward for opening the flaps is the set of deeply-abstruse clues I mentioned above, which didn’t provide much help).
Beyond thinly-implemented synonyms, the other major stumble I hit was changing scenery in one particular room – I’d realized that it had to be hiding a snitch, but searching everything mentioned in the room description got me nowhere. Fortunately, there’s a well-implemented adaptive hint system that pushed me to look at the room, and lo and behold, sometimes when I typed LOOK an entirely different set of scenery items was mentioned, one of which concealed what I was looking for – but without any rhyme or reason for why things were changing, this feels like an unfair puzzle.
I’m not sure whether these hurdles were intentional – if the game did more to make things easy for you, it would probably be over pretty quickly since again, most of what you need to do is just search every noun you see – but at the same time, if a significant part of a game’s running time is made up of annoyances, I’d just prefer to play a shorter game.
All told, this means that the smile that “magical Christmas scavenger hunt” put on my face was mostly gone by the time I got to the end. The bones of something fun are here, with a good idea for a puzzle and a well-realized setting – despite being set in the author’s house, this feels miles away from a my-dumb-apartment game. But while there are a number of testers listed, I don’t think The Last Christmas Present got quite the shakedown cruise it needed to work seamlessly when offered to more players than its initial audience of one (let me note here that the IntFiction beta test forums are a great, friendly place to recruit some experienced players to put a game through its paces). The beguiling premise and solid writing here suggest the author’s got some promise, though, so if they write another game that gets more testing – and starts with an idea that’s designed for IF from the ground up – I’d definitely give it a try.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I played Approaching Horde right after One-Way Ticket, a game that wore its art-house pretentions proudly, so it was nice that the Comp randomizer gave me something far more populist as a change of pace – Approaching Horde Exclamation Point is an old-fashioned zombie B-movie, with desperate survivors of an undead uprising scrambling to survive a surprisingly math-heavy apocalypse. It took me a minute to get a bead on the game, I confess. There’s a linear introductory section that’s jokey, but wordy and repetitive (“As you relaxingly try to watch your favorite TV channel from the comfort of your couch, you notice more gunshots than normal ring out in the neighborhood this evening for some reason,” is one of the first sentences, followed quickly by “At first the gunshots don’t even bother you as it’s fairly normal for this neighborhood”) – it also glosses way, way too quickly over the fact that you start your undead-fighting career by punching your never-named spouse to a second death.
The dodgy writing quickly falls by the wayside, though, since once you’re in the meat of the game there’s very little of it. The intro concludes with you assuming command of a group of 10 people, and as the game proper begins, you’re confronted with a table interface allowing you to assign them to one of a half-dozen tasks, from farming to scavenging to researching, all of which work basically as you’d think – you need to balance feeding your survivors with recruiting new members of the group and building new fortifications. Complicating things, though, everything plays out in real time – there are sliders in the left sidebar that tick up to show your progress in each job, moving more rapidly as you assign more people to each task. The cherry on top is that this isn’t a sandbox, because there’s a giant undead horde approaching – er, spoiler warning for those who didn’t read the title – and in twenty minutes, they’ll steamroll your group no matter what preparations you’ve made, unless you’ve managed to dig an escape hole, or research a cure for the zombie plague, in time.
As a demonstration of how a tower defense slash idle game can work in Twine, I’d rate the game as pretty successful. As an overall experience, though, I’m more mixed. Partially this is because despite the cleverness of the gameplay hacking, for a game using an IF authoring system and entered into an IF competition, the writing is fairly minimal – once you’re in the game proper you mostly just get functional one-line updates as your survivors complete each piece of work, and it’s hard to get too excited about reading “your farmers just harvested 6 food from farms!” even once, let alone the thirtieth time (there are ending vignettes, of course, but they don’t meaningfully improve on the opening).
Partially, though, this is because I didn’t find the gameplay itself all that compelling. Ideally managing this paltry remnant of humanity would feel like a desperate exercise in plate-spinning, trying to balance short-term needs like food and the immediate threat of zombie patrols with the need to make long-term investments in research and infrastructure, with the horde serving as a final test of your decision-making prowess. In practice, though, the game was both too hard and too easy: too hard, because the twenty-minute deadline means that faffing about exploring your options will almost certainly mean you’ll run out of time with your victory conditions only half-completed, and too easy, because at least on normal, many of the tasks you can do, like attacking zombie patrols and finding new guns, seem mostly unnecessary and a simple strategy of booming your economy for the first ten minutes (getting to the survivor cap of 50 as quickly as possible, and researching farm tech to minimize the workers you need to maintain that population) then pivoting to cure research for the last ten (which also requires you to capture some zombies for study, admittedly) allowed me to win handily, barely touching the survivor assignment buttons for the last seven minutes, on my second try.
I don’t mean to be too harsh here – getting this system up and running was surely a challenging bit of programming, and the kind of difficulty-tuning it’d take to make the gameplay sing is typically the end result of repeated stages of testing and refinement, which is a lot to ask of a solo developer making a free game and facing a hard deadline. It’s mostly just a shame, because it seems like it’d be fun to explore some of the deeper mechanics here on offer, like searching for unique items, reactivating the radio tower, and training guards’ marksmanship, but the game as implemented seems to punish you for messing about with that stuff rather than mechanically zeroing in on a victory condition. Hopefully there’ll be a post-comp version that takes advantage of seeing how a bunch of players navigate the challenge to make some tweaks – and maybe revises the intro and ending vignettes to be punchier (er) and hit a more consistent tone.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
There’s recently been an IntFic thread about whether or not novice authors should be warned off the default Twine style – I think mostly the Sugarcube format? – for fear of turning off potential players. There was a substantial bit of back and forth without firm conclusions being reached, but I have to say, Witchfinder’s inelegant first impression makes me pine for the old comfortable white-black-and-blue. Per another review, there’s a font mixup that means that in my web browser at least, the letters come out looking chunky and, where bolded and highlighted to indicate a link, they’re smooshed into each other in a way that impacts legibility.
Meanwhile, I’m a sucker for historical fiction but the content of the intro doesn’t reassure either:
"Edinburgh, 1827.
"Age of Enlightment gave a way to Romanticism, leaving behind medieval brutality and aspiring beauty of Reneissance.
"Scotland regained their territories and started its way into the Industrial Revolution.
The typos are unfortunate, and the breezy nods towards alternate history beyond the witchcraft identified in the blurb (like, did the Act of Union get reversed? Which territories are we talking about exactly?) didn’t fill me with confidence. Luckily, the game does bounce back from this unpromising opening, turning into a reasonably entertaining, albeit low-key, experience helping your neighbors through the power of hedge magic, but I do wish a little more care had been taken to polish things up so it could put its best foot forward.
But for the supernatural elements – and honestly, even with them – Witchfinders would be best characterized as a slice of life game. Pace the blurb’s suggestion that the protagonist will be dodging witch-hunters in a high stakes game of cat and mouse, most of what you wind up doing is running errands to heal a friend’s sick son or keep the local cattle from losing weight. You do have a “witch score” that ticks up if you arouse too much suspicion, triggering a game over when you reach four points, but while there are a couple places where the score can go up despite your best efforts, for the most part it’s easy to keep a low profile unless you’re bent on drawing attention to yourself (like, when buying a potentially-suspicious item, you can either offer an innocuous excuse, or react with hostile defensiveness. Guess which one increases the score!)
Solving these quotidian problems does require a bit of work, and indeed, it’s possible to fail at least one of them. These aren’t puzzles, exactly, since you’re typically either straightforwardly completing a task (e.g., upon being told you need willow bark, you go to the one willow tree in the area), or on the flip side, inadvertently locking yourself out of full victory (e.g. by exhausting all your options in the Esplanade before making a purchase in Lawnmarket, with no indication of why you’d need to do the one before the other). Still, the game lets you eke out a marginal victory even if you make a mistake, and replaying goes very quickly, so it’s hard to hold this against it.
For the most part the prose isn’t trying to be especially authentic, sticking to a direct, slightly anachronistic YA-ish style, but there are a couple nice touches. First, whenever you pass through the hub area, you can read a randomly-generated broadsheet which is drawn from real examples of the form, and second, there’s a butcher who speaks in – well, the author describes it as a Scottish accent, but I think towards the end this is getting into straight-up Scots:
"Aye, amurnay sure whit’s th’ issue thare, bit th’ animals we git lest time keek a bawherr puggelt.”
I was following up until the point where he started talking about a cake decorated with a naked Puggle.
Ultimately I found Witchfinders a lightweight bit of fun, and coming up on halfway through the Comp, that’s certainly nothing to sneeze at – not everything needs to swing for the fences, after all. It’s rough around the edges, sure, but there are worse things to be, and I have to say the bug that meant I scored 110 points out of a possible 100 brought a smile to my face – albeit wonkiness towards the end is always more forgivable than issues at the beginning, and not all players will be willing to give a game the benefit of the doubt after a shaky opening. Authors, make sure those first five minutes are airtight!
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
It’s a funny coincidence that the Comp randomizer picked the alphabetically-last game as the final one in my queue. Zero Chance of Recovery is a nice bit of comfort-food to end on, too. I’ve played and enjoyed Andrew Schultz’s three previous IF chess puzzles, with his endgame-focused entry in this year’s ParserComp, You Won’t Get Her Back, being my favorite of the trio. The present game is quite similar to that one: again, there are only a few pieces on the board – in this case, white and black each have a king and pawn apiece – with the outcome hinging on pawn promotion. And again, the presentation and interface are very slick, with multiple options for how best to display the chessboard (there’s also a screen reader mode), intuitive syntax for how to direct your pieces, and a host of help screens to orient you to the challenge.
One point of difference from the earlier game is that You Won’t Get Her Back actually boasts three slightly-different scenarios, based on the varying strategies the black side can adapt – roughly, whether it prioritizes moving its own pawn down the board, threatening your pawn, or striking a balance between the two. This initially wrong-footed me, as black’s freedom of movement meant I wasn’t sure why it was making some choices instead of others, but it only took a little bit of trial and error to work out a potentially viable approach; once I solved the first scenario, the others were significantly easier, which was satisfying since it felt like I’d figured something out!
There’s a final bonus challenge, too, which ties in with the conceit of the plot, because just as in Schultz’s earlier chess games, there is a story here. This time out it’s a rather slight thing, with an inciting incident where your king is waylaid by mercenaries hired by black, providing the justification for the white king starting off on the far side of the board. It works well enough to set up the action, but I confess it wasn’t as engaging as the political satire of the Fivebyfivia and Fourbyfourian games, or the unexpected relationship pathos of You Won’t Get Her Back – these narrative riffs are fairly superfluous to the core mechanics of the puzzle, I suppose, but I missed the extra allegorical heft they provided to the initial trio. For all that, the writing here continues to be well-done and entertaining, hitting a breezy tone that provides some well-considered nudges in the right direction, and boasts a surprising level of detail (the descriptions of the different pieces shift depending on where you are and what they’re doing, which is delightful).
My only other complaint is that the aforementioned bonus challenge did stymie me – I’d made one assumption based on the hints the game was giving, but managed to get the wrong idea entirely (Spoiler - click to show)(I understood that I needed to “cheat” by getting the black king in trouble with the mercenaries, who he was only going to pay once the black pawn promoted – but I thought that meant that I needed to prevent the pawn from promoting so that the angry mercenaries, cheated of their pay, would go after the opposing king. Instead, you’re supposed to let the pawn get promoted, but only then take the queen and force the draw; the idea is that only in those circumstances does the king need to pay up). It’s plausible enough once I knew the trick, and provides a fourth distinct way of getting to stalemate, but for whatever reason it just didn’t click, robbing this one of the “aha” moment I felt in some of the other games.
I’ve spent a lot of time comparing Zero Chance of Recovery to those previous three games in this review, because there really isn’t anything else like it and because it’s very much of a piece with those. But for all that I’d say it’s my least favorite of the now-quartet, I still enjoyed playing with it – the high production values and attention to detail make it fun to fiddle one’s way through the puzzle, and as I said at the top of the review, it very much felt like comfort IF, as though I were sinking into a warm bath at the end of the Comp.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I’m a sucker for stories about siblings. Much of that’s probably for boring autobiographical reasons – most things are when you get right down to it – but even without that personal link, I’d stand by the opinion. They allow you to have strong connections between characters outside of a romantic relationship, with a potentially richer palette of emotions – for one thing, there can often be more pain, resentment, and ugly history between siblings because even after doing things to each other that would be unforgivable in a friend or a partner, they’re still related – and unlike with parent/child relationships, who has power or who’s in control in a particular situation often needs to be continuously negotiated, and can shift drastically with little warning.
Am I My Brother’s Keeper? is a short choice-based thriller that centers on one such bond, following the protagonist as she searches for her missing sister. Sofía’s got a drug habit, which means everyone else is prone to write her disappearance off as simply ducking off the grid for a while. But you’re sure something terrible has happened, and after a late-night phone call, you get a lead that could take you to her, if you’re got courage enough to brave some sketchy warehouses and even stranger places…
This is another game written in Texture, and while I’ve enjoyed several of the Texture games in the Comp, for some reason the system didn’t seem to work too well for me this time. For one thing, I had to start over since when I played on the phone, I hit a point a third of the way in where I couldn’t drag one of the action-boxes I needed to in order to progress – and then once I switched over to my laptop, had to start over again because the game reset itself after I alt-tabbed for five minutes. For another, the game largely uses choices not to present different paths through the story, but to expand on details in the text – and these are added inline, which dynamically shrinks the font so that the full passage stays on a single page, meaning the writing was often uncomfortably small for my aging eyes.
These minor gripes aren’t all the author’s fault, of course, but they perhaps made me grumpier at its weak points than it deserves. There are very much some pieces of Am I My Brother’s Keeper? that I enjoyed; the investigation is pacey, and introduces supernatural elements in a gradual, grounded way that kept me from immediately guessing the truth behind what was going on. And when you share a scene with your sister (there are flashbacks, so that’s not a spoiler), the sibling rivalry and banter definitely strike me as authentic.
But there are other aspects that aren’t as successful. For one, while much of the joy of this kind of procedural is running through the beats of an investigation, the process of finding and decoding clues here feels overly abstract or unrealistic (there’s a sequence where the cop assigned to your sister’s case suggests running down a lead together, then later lets you explore an evidence-containing warehouse on your own, as thought they’ve never heard of the concept of chain of custody). The writing also aims for a neo-noir patter that’s effective at communicating a vibe of omnipresent gloom, but lands in Max Payne territory more often than not:
"A journal on a coffee table in between two seats. Compared to the rest of the building, it’s immaculate, unburdened by the marring of abandon."
The game’s almost entirely linear – there’s one choice at the end that might have an impact on the outcome, but other than that you almost always need to use all the actions available to you in a passage in order to move on – which I often don’t mind, but again, for what’s framed as an investigative game, makes progress feel unearned. This extends to a sequence where you’re told you can only take a single item into the final confrontation: but rather than this being interactive, the game just railroads you into bringing a gun, surely the most boring choice imaginable.
The other exception is very early on, when you’re given the chance to answer the title’s question in the negative, and abandon Sofía to her perhaps-deserved fate. This takes you to what’s clearly a premature, unsuccessful end, but along the way the game also plumbs the relationship between the two sisters with more nuance than comes out in the faster-paced rest of the game. With more of this, and less of the soft-boiled narration, Am I My Brother’s Keeper would be substantially stronger; as it is, it’s pleasant enough to play but is unlikely to stick with me for very long.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I’ve a couple times in my reviews done the gimmick of presenting a game by harping on its most hackneyed or weakest elements, then doing a lame rug-pull and revealing that Actually It’s Great. I’m not doing that here – The Pool is objectively not that good of a game. It’s a horror thriller that’s simultaneously underdeveloped and overbaked, with a premise (sci-fi monster aquarium research base attacked by inside-man saboteurs and also the fish monsters turn you into zombies and also some are psychic octopi or something plus you have social anxiety) that has way too many details yet makes way too little sense to hang together. It’s a default-Twine presentation, with all the typos and sloppy writing that black-and-blue color scheme often signifies. It boasts multiple branches, but they don’t work that well on their own, throwing out-of-context character betrayals and plot twists that seem to presuppose multiple replays to be coherent, let alone effective. And at every point it manages to step on its own theme, as the story ostensibly presents the protagonist learning to grow past their anxiety but in reality brutally punishes you nearly every time you step outside of your shell and trust someone else or behave the slightest bit altruistically.
But – of course there was a but coming – I enjoyed it quite a bunch, laughing at it as much as I was laughing with it but laughing all the same. For all that I take IF sufficiently seriously that I’ve written a review engaging with a game through the lens of Brechtian “epic theater”, sometimes all it takes for me to have fun is playing a dopey monster mash on Halloween, as I was lucky enough to do.
Look, this thing is ridiculous, with shifts in tone that make gold-medal slalom look like a lazy inner-tube ride down a gently winding river. One second you’re about to bash a sea-zombie with a rock but focused more on how that’s scary because it’s taking you outside your comfort zone than because you’re about to bash a sea zombie with a rock (who does have that in their comfort zone?), the next you’re facing down a terrorist who’s unleashed all this chaos because “I just wanted to escape all of this. This monotony. Don’t we all?” (protip: if your villain’s motivation could equally well apply to starting a D&D club, taking up swinging, or unleashing a seamonster apocalypse, it could probably use more time in the workshop).
There are a ton of instadeaths, too – again, many cued by doing something seemingly in-genre and innocuous like extending a moment of mercy to seemingly-beaten enemies – gorily described but so many in number, and so lightweight due to the omnipresent undo button, that I started to relate to the protagonist as though he were Wile E. Coyote, fated to be dismembered, drowned, and zombified for my amusement.
My instinct is of course to overcomplicate this, to bang on for hundreds more words unpacking why I enjoyed it despite its flaws, perhaps delve into what “so bad it’s good” really means and assess whether liking something ironically is meaningfully distinct from liking it directly. But for once I’m going to resist, save for noting that for all its warts, this is a game that moves, setting up and resolving conflicts quickly and efficiently. Due to some of the storytelling issues noted above, the transitions can sometimes be a little rough since you don’t know what all the characters’ deals are, and the worldbuilding is pretty arbitrary so what happens next can feel a little random. But once you’re in a scene, the stakes tend to be established clearly and concisely, and nothing feels belabored or like it overstays its welcome. Lots of IF – especially choice-based IF, which tends to have longer gaps between player input than parser games – can feel quite plodding so it’s nice to play a game with some zip in its step, and as the rest of the review demonstrates, good pacing can make up for a whole lot of other faults!
Bottom line, The Pool is trashy and dumb, but if it catches you in the mood for something trashy and dumb, and you don’t overthink it – for god’s sake don’t replay it to fully understand how all the strands of its plot fit together – and read it quickly so you don’t notice the typos as much… well, you still might dislike it, because it’s a rickety contraption. But you might find it scratches an itch, and catch yourself thinking “sea zombie” to yourself with a giggle for a day or so. Some games aim for more, some settle for less, but here we are.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I have a really hard time writing reviews when I haven’t enjoyed a game much, but can’t tell how much of my dissatisfaction was due to the design and writing, and how much to bugs. I try (though often fail, I know) to spend at least part of the time in my reviews assessing how well a game achieves what appear to be its goals, and if it doesn’t meet them because the gameplay is at war with the theme, or the characters need to support a level of emotional engagement they’re just not up to, or what have you, that’s fair enough and I feel like I can evaluate those shortfalls in good faith – likewise it’s no big deal to identify discrete bugs, even potentially far-reaching, gamestopping ones. But when I can’t get a sense of the creative agenda, and there appear to be bugs whose scope I don’t fully understand, it’s really challenging to figure out what to say that’s at all useful: were things largely working as intended, and I’m pinning my confusion on a few minor bugs to avoid owning up to being a big thicko? Or was there actually a masterful design whose shape I didn’t get to apprehend due to some unfortunate bugs? Either way, besides the author hopefully realizing they have some fixes to make, I doubt anyone would get much out of my virtual gum-flapping.
(I know, I know, how is that different from any of my other reviews, etc.)
Anyway, I’ve got that dilemma here. Staycation didn’t work for me, but I’m flummoxed to pinpoint what specifically went wrong. Maybe it’s best to just recount my experience with it? This is another Texture piece, whose premise is that you’re a young New Yorker whose housemates (who are romantic partners – you must feel a bit of a third wheel) decide to go for a trip to warmer climes to escape the northeastern winter. You decline, however – this is railroaded despite there being various options, which show up as emoji (?) though thankfully you get a preview in words of what each potential action will be. Apparently you’re a bit of an introvert and looking forward to some time alone? After some painting and lighting some incense – relaxing! – you turn in, only to be woken by scratching in the middle of the night: your cat, which can either come off comforting or menacing depending on the actions you pick.
Either way the vibe goes from cosy to horrific in the course of one like 50 word passage; my first time through, I somehow jumped forward in time, staying I think with my parents and reflecting vaguely on something highly traumatic that had just happened – at which point the game ended. So I tried again, making slightly different choices, which led to much the same events except upon the cat entering, the game seemed to rewind to the painting sequence – which I thought was a bug, though from looking at the blurb it sounds like repetition is supposed to be part of the experience? This time I made slightly different choices once again, and wound up at a passage reading “You choose to ignore the cracks within your marrow,” with a check and an X as my verb options, but nothing to apply them to, making it impossible to progress further in the game.
I assume some of what I encountered wasn’t intended – at least that last game-ender has to be a bug – but based on this sort of heap of incidents, I’m having extreme difficulty figuring out what was supposed to happen and how I was supposed to be feeling. Partially this is due to the fact that the game moves really, really fast. Despite the two hour playtime listed in the blurb, each of my tries lasted maybe five or ten minutes, and the shifts from socially-anxious interactions with housemates, to laid-back alone time, to night terrors played out with virtually no transitions between them, leaving me with an emotional hangover that had me still reacting to the previous sequence while a new, tonally distinct one was playing out. The writing doesn’t give much in the way of prompting, either, consisting of workmanlike but not especially evocative prose, with the occasional infelicity:
"Incense alights in its holder."
That must be magic incense!
I can try to reverse-engineer a sense of what’s supposed to be going on in Staycation. Maybe we’re awkward with our roomies and not going with them because even in the opening of the game, the protagonist is already on a repeat of the time cycle, so they know this is how things have to play out? Perhaps the attempt at painting shifting the mood from satisfaction to fear indicates that we’re a creatively frustrated type? None of these interpretations quite work, and I can’t say that even on repeat plays things cohered enough for me to even figure out how my expectations were being disappointed. Certainly some combination of bug fixes, more focus on establishing the protagonist’s mindset, and improved pacing would have made the game more successful, but I honestly can’t tell you what combination, or what success would wind up looking like, though I’d be very curious to find out!
Lost at the Market is I think the first Gruescript game to be released by anyone other than the language’s creator, Robin Johnson. It’s a system that aims to make it easy to create parser-like choice games, allowing the player to easily click their way through the kind of actions and object interactions that typify the parser experience. Sadly Lost at the Market isn’t much of a showpiece; there’s a potentially compelling story here a protagonist trying to change the moment when they gave up on their dreams and walked away from a career in music, but it suffers from slapdash implementation, perfunctory puzzles, and stripped-down writing. There’s the germ of something good here, but it needs elaboration and refinement to be memorable.
In terms of the gameplay, what we’ve got here is yer standard allegorical journey of self-reflection. You start out at a beach, ruminating on the hubris of whoever built the sand castle that’ll inevitably be swamped by the tide – to progress, you need to kick the castle over, reflecting how the protagonist has self-destructively surrendered their dreams in order to protect themselves by beating the world to the punch. There’s the germ of something here, but the action is too abrupt – there’s not much else you can possibly do – and the writing isn’t quite crisp enough to do the idea justice:
"Once in a while you see something like this and wonder what your dad would say, the point in building sand castles that are here waiting to be swept away by the ocean is the same dream that keeps the world moving, yet can anyone move the ocean?"
There are a few more puzzles after that one, which generally require both a bit more object-manipulation to solve, and a bit more mental engagement to decode, before fetching up at the climactic performance where you can choose to change the past and play your music – or, alternatively, go south at an unmarked intersection and find yourself forced to once again walk away from your passion (at least there’s an UNDO).
The interface for doing all this is reasonably functional – a set of buttons let you move around and examine objects at your location, which in turn pops up more buttons to further interact with them, plus you have an inventory that works on the same principles – albeit it’s pretty ugly, with the main screen subdivided into too many short, narrow rectangles with a color scheme that even I can tell clashes horribly. This isn’t the only way the implementation feels slapdash – actions often have awkward names consisting of multiple words linked with underscores, and while I’m not sure if this is a limitation of Gruescript, even if it is the author should have found a less immersion-breaking workaround. And there are a fair number of typos, including one in the subtitle on the Comp page (oof).
I don’t want to be too hard on Lost at the Market. It’s trying to communicate something that clearly has personal relevance for the author, and stretching to try out a new authoring system is good for the IF community as a whole (man does not live on Inform and Twine alone, I suppose). Some of the elements do show promise – there’s a choice at the end, about whether to adapt your music to what the crowd wants to hear, that points to something that’s more engaging than the more mechanical puzzles before that point, and some parts of the story do have some thematic resonance even if the writing needs a few more passes to make this resonance effective. Still, it’s disappointing to see a new platform not shown off to its best effect; hopefully this won’t be the last Gruescript game the Comp sees, or the author writes.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
The ur-philosophy of video games was surely Existentialism. Regardless of whatever thin veneer of plot was spangled across the decals of early arcade cabinets – Space Invaders, Asteroids, what have you – in practice the player found themselves in an endlessly repeating world, set to some cryptic task that would finish only when their patience, or quarters, ran out, the myth of Sisyphus transformed by the alchemy of late capitalism from a punishment to an amusement. True, the ever-increasing score in the top corner provided some indication that progress was possible, but assigning meaning to an arbitrary number surely takes an act of will – and while, as overclocked apes, we’re wired to be susceptible to the draw of competition, even Camus couldn’t have come up with a vision of conflict more absurd than vying over a Pac-Man high score table. And even video games’ nerdier cousins weren’t especially different: the early treasure hunts of Adventure and Zork are just more score chases, albeit with gestures towards genre tropes to provide a bit of texture. The player is nothing but the sum of their choices, starting with the choice to assign a value to success at all.
We’ve gotten better at evading this dynamic over the years – with strategies ranging from leaning into the competition angle, drawing meaning from imagined dominance, to cloaking fundamentally empty, endlessly-abnegating gameplay in ever-more-elaborate narrative disguises, and maybe every once in a while creating something that can stand alongside the best music and novels and films in claiming to get as close as possible to inherent significance as anything can in this fallen world. But ninety-nine times out of a hundred, scratch the surface, and we are confronted with absurdity.
To bring this around to the point: one must imagine Sisyphus happy, sure, but after playing fifteen minutes of Traveller’s Log I’m definitely not.
What we’ve got here is an RNG-heavy RPG, implemented in Python, with as far as I can tell no goals, plot, or characterization beyond a randomly-generated backstory that wins points for silliness but has no bearing on the game itself:
You are impulsive, precise and mysterious.
You are a dragon
Your name is Zureom.
You were born and grew up in a fairly rich family in a normal village, and lived happily until you were about 4 years old. But, at that point, your life changed drastically.
You lost your parents when they left after a government takeover and are now alone, miserable and abandoned.
You now have to survive in a rough world, filled with magic and mystery.
Hopefully dragons age in like dog’s years, or Zureom’s enemies could bring their adventures to an untimely end with one call to Child Protective Services.
You’re set loose into one of half a dozen different regions, with the options to “walk” – which basically means trawling for encounters – trade with some invisible, omnipresent merchants, or try your luck in a randomly-picked different region. Random encounters can be with foxes, who just provide a bit of atmosphere, handleless doors that can’t be opened, treasure chests that alternately provide a couple coins or kill you without explanation, inns that don’t do anything, and two different kinds of fights: against bandits, that never give any reward, or against the game’s one monster, a “snadwick”, which I kept misreading as sandwich maybe because I was hungry. Death has little sting, since you instantly respawn, though this sometimes will zero out your accumulated riches – that’s what brought my most successful run to an end, with 49 coins vanishing into the ether because I typed “s;ash” instead of “slash” when I attempted to attack a monster (you need to type full commands, as far as I could tell).
There’s a little more to the game than I’ve outlined – there’s a labyrinth region where you can unlock successively deeper levels, though they all seem to behave exactly the same, and there’s a map that allows you to choose which region to warp to. I also did a little bit of source-diving, and seems like some characters are born with the ability to wield magic (so much for existence preceding essence) which enables them to use spells to open those unopenable doors and occasionally zap baddies. But there’s nothing that changes up the basic mechanical gist of the gameplay – wander around, slash baddies (well, baddy), get a couple coins, repeat and repeat. As a demonstration of Sartre’s conceptualization of anguish, it’s gangbusters – and, to speak seriously for a moment, it’s competently programmed enough that the author does have the spine of what could turn into a solid RPG once more variety, story, and engagement points are added. But as is, it would take more nous than I’ve currently got handy to choose to push this particular boulder up this particular hill any longer.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
These days when I’m reviewing a custom-parser game, there’s a little introductory patter I usually launch into where I talk about how back when I was first getting into IF 20ish years ago, seeing that an author had created their own parser for a game was invariably cause for alarm – a sign that I was about to be subjected to an insufficiently-tested, awkwardly-designed system that lacked any of the conveniences that contemporary audiences had justifiably begun to take for granted. But over the years, the quality of custom-parser games has inarguably gotten much better – indeed, one even took fifth in last year’s Comp! – with authors paying attention to what the mainstream systems offer and incorporating most of the same features in their own work.
This trend is a very positive one all around, but here’s a downside – it meant I blithely booted up Jungle Adventure with high hopes for enjoying a round of puzzle-solving and treasure-hunting in tropical climes, and wound up striding gormlessly into a rusty old mantrap of a custom parser that brought me right back to the bad old days.
This is going to be a very negative review, because Jungle Adventure is a badly designed game that’s frustrating in the extreme to play. That’s deeply unfortunate, though, because it’s clear the author put a lot of work and creativity into it. This is most obvious in the detailed, often-clever ASCII art that decorates most scenes – it’s fantastic, with a sense of whimsy and humor (like the bend in the protagonist’s plane once it crashes) that always made me smile. But it’s also reflected in the many different gameplay modes Jungle Adventure boasts; much of it is typical parser fare, but there are also some choice-based sections as well as an extended graphical maze, complete with RPG-style combat.
If the author had a lot of fun putting the game together, though, the player is likely to have no such luck. While most of the puzzles aren’t especially challenging, Jungle Adventure is a beyond-punishing gauntlet of suffering, largely due to the extremely limited capabilities of the parser. From peeking at the python code, in fact it looks like there isn’t really a parser – just a whole mess of hard-coded if-then statements that manually match different input the player types. That means that unless you read the author’s mind and type the exact right thing at every stage, you’re doomed to see a litany of completely unhelpful error messages as the game fails to communicate whether you got a verb wrong, an object wrong, a preposition wrong, or are just barking up the wrong tree.
I’ll restrain myself from offering too many examples, but a few of the most egregious include the fact that neither X nor LOOK AT suffice to examine an object – just LOOK THING; that EXIT means QUIT but LEAVE means EXIT; to get the batteries out of a RADIO you can’t OPEN RADIO or LOOK IN RADIO, just TAKE OUT BATTERIES; and when you’ve got the opportunity to offer an object to another character GIVE RADIO doesn’t work but RADIO does.
Compounding this obfuscated system is an obfuscated game design. While there are hints offered in every room, they’re often fairly cryptic, and I found them inadequate to the challenge of gently leading me to the solutions to puzzles like e.g. the second one, which requires finding the aforementioned radio by intuiting that you’re probably wearing clothing with pockets and typing LOOK IN POCKETS, despite the inventory screen telling you nothing of the sort. Similarly, many of the remaining puzzles require you to squint at the ASCII art and guess what it’s depicting – and which of several synonyms for the object the game will deign to accept. I quickly had recourse to the inauspiciously-named junge_adventure_walthrough.txt (now I really want someone to make the Jung-themed adventure game…) but it only explains the solution to like half the puzzles, and just gestures towards them in general terms when what’s really needed is the exact syntax.
I was able to make it to the end by diving into the aforementioned source code and reading off exactly what I was supposed to do. This didn’t save me from a frustrating time in the maze, though – there’s a lot of randomization here, as well as a bunch of instadeath traps and unbeatable monsters (have I mentioned that there’s no undo, and while there are save slots, there appears to be a bug preventing you from overwriting them?), and a combat system that seems coded such that guns are strictly worse than punching, a fact the descriptions in no way makes clear. Still, I am a cussed, ornery soul on occasion, and I certainly did feel a sense of accomplishment at bashing my head against the maze over and over until I battered my way through – a sense of accomplishment significantly tempered by realizing, after I solved one more puzzle through the expedient of source-diving, that my reward was just a message congratulating me on getting past the first chunk of the jungle, and that there will be more to come once the author gets around to it.
It’s not impossible that part two of Jungle Adventure could be turn out well – stranger things have happened. But to accomplish that, the author will need to do what the authors of custom parser systems have done since they started making them good: look at what the major systems do, imitate them unless there’s a very good reason to drop or change a feature, and test, test, test. As it is, Jungle Adventure Part One is a testbed for some cool graphics and a diverse set of gameplay systems, but I can only recommend it to those looking to bone up on their python-reading skills, or people with disastrously low blood pressure. As released, it’s a frustrating, unrewarding experience that risks resurrecting my old prejudices, though I’m doing my best to fight them.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. Star Tripper was an entry in that Comp, but was withdrawn by the author midway through)
After playing a bunch of games in a row that required a fair bit of unpacking, can I confess that it felt nice to sink into one that’s content to be just a game, and a fairly low-key one at that? Don’t get me wrong, Star Tripper has a lot going on – it’s a space trading sim a la Elite or Privateer, with dozens of planets and starbases, a host of commodities with varying levels of supply and demand depending on how developed a world is, an ore mining minigame, as well as an overarching plot, all smoothly implemented in ChoiceScript. But it’s fairly slow-paced, quite content to let you tootle around the galaxy buying low and selling high, and despite intermittently-threatening events like losing half your fuel when you need to make an emergency jump away from a black hole or space cops fining you for your forged ship registration, mostly it’s an exercise in slowly watching your number of credits tick upwards.
I don’t in any way mean this as a criticism. There’s this game design framework called MDA that’s gained some currency among tabletop gamers over the last decade or two which breaks down the reasons players engage with a game into a list of different “aesthetics” – this includes predictable stuff like narrative, discovery, challenge, and expression, which are all intuitively applicable to the IF context. But last on the list is one called “abnegation”, which is all about the joy of shutting off your brain and enjoying the sensation of progress without too many demands being placed upon you. Hardcore people often bristle when this comes up, but in my experience abnegation has a lot to recommend it in the right time and place – when I was in law school and spending a lot of time cramming information into my head, for example, I often spent an hour or so in the evening listening to Mountain Goats bootlegs and playing FreeCell over and over.
Star Tripper offers similar pleasures, though again, the modeling here seems reasonably complex – you can’t just run the same commodity to the same destination over and over, as plants only want a finite number of each, and there’s a sort of primitive supply-chain modeled, with lower-tech planets having a lot of low-cost raw materials and a limited ability to pay for some luxury goods and the fewer high-tech paradises shelling out top dollar for everything but selling at even dearer prices, with intermediate worlds somewhere in the middle. Since you’re not given a map at the outset, this means that every once in a while you’ll need to hop to a new quadrant of space and explore to find a new trade route before exhausting it in turn. And at each stage hopefully you’re earning enough to upgrade your ship to increase its cargo bays (and passenger berths – you’ll find folks on starbases willing to pay passage to particular worlds, though the rewards here are much lower than straight commodity trading) and do it all over again, just at a bigger scale.
While the gameplay is the main draw, there is actually a plot here, too – and one I enjoyed. There’s an extended opening sequence that sees your out-of-touch space aristocrat forced into interstellar mercantilism in order to mount an off-the-grid rescue of a kidnapped sibling. The writing here is wry and enjoyable, and creates an effective narrative framework around the standard interstellar-merchant premise (though once you’ve completed the story campaign, it looks like you can unlock a more sandbox experience that drops these elements). Of course, the plot is mostly absent once you get into the game proper – though I think I accidentally clicked through at least one random event involving a message from my sibling, oops! – but it does what it needs to do.
The main complaint I have about the game is that in the hour and a half or so that I played, it felt very slow and samey, with all the different trading routes and ships failing to shake up the simple basic gameplay – though in fairness, it appears some elements, like combat, might be gated behind plot events in the campaign, and I was acutely aware that were I playing on my laptop instead of my phone, I’d likely have been able to build a spreadsheet that would have allowed me to hoover credits out of the galaxy much faster than my haphazard explorations allowed.
This seems like part of the game’s chilled-out design ethos, though. My life situation is not currently one where I can put on a podcast and play a couple hours of video games each day, but if it were I think I’d enjoy getting deep into Star Tripper, seeing my ship slowly get bigger and bigger as my bank account swelled towards the million-dollar payday needed to reach the plot’s endgame. As it is, the 90 minutes I’ve put in are probably about all I’ll be able to muster, but I can’t begrudge the relaxing time I had with the game even in that short interval.