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Manifest No, by Kaemi Velatet

7 of 7 people found the following review helpful:
Babel and everything after, June 16, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

When I play IF with an eye towards writing a review, I keep a digital commonplace book – just a little text file where I copy and paste stray bits of writing that resonated with me, jot down inchoate responses that I might flesh out later, and keep track of typos and bugs to flag for the author. For most games it comes to a page or so, providing a nice jumping-off point for when it comes time to write a review.

I spent the better part of ten days playing Manifest No, and thinking about it, and thinking about how to write about it, and in that time my notepad for the game swelled to over twenty pages. I found one dead-end link (it’s “destructocreative”, in Chapter XX), and one thing that might be a typo (“mattrless”) – though that could be a joke about the center of things going missing. The rest is maybe the top 2% of the passages from the game that did something to my heart or my head or both, alongside my increasingly-frantic attempts to make sense of what I was reading. Here’s a random sampling just from my notes on chapter XIV (of XXVII):

“If we, if humankind loses its music, neither sigh nor sign to convoke voice, then what is of a struggle soundless?” Meluoi. “Require we respite religion, psalms of our spite forever afresh to worship day tatters. Submergence in another subjectivity is the only release our isolated souls will receive, this where is I guide you, hold you under the surface, strain out your struggling for air, until at last you slump serene, and we embrace on both sides of a mirror, drowned in each other’s airless, but I can’t make you drink the depths into your own air. You must yourself choose to, to… oh Yamicz, how I struggle to drown myself, let alone you, but I must, I, somehow I have to…”

Renaming sequence, cf all the above. “U, Emninu Leiru. Deiyanasz swa dieya vo. Yamicz.”

Nondualism. Babel?

To want beyond your brittle limits thorns those on whom your thirsts lunge. No, that’s purposely too harsh. To want someone is suppression and therefore not virtue. Never want someone. Never want anything. No, that’s purposely too harsh. Why this perverse desire to feel worse, how much regret piles up to penance, when can I stop embracing the waste?

Ooof, goiters.


(Guess which of those words are Kaemi’s, and which are mine).

All of which is to say that there’s no way I can write a reasonable review that even manages to encapsulate everything I feel and think about Manifest No, much less pin down everything that it’s actually about and what it does. Partially, of course, this is down to sheer avoirdupois – opening the game’s html text in Word, it comes to just under 400 pages, and there’s not much in the way of fancy code inflating that – and partially it’s down to the dense, palimpsestic prose; the text is thick with neologistic portmanteaus, second-order homophones, and alliterative tricks that aren’t just naïve flourishes but carry a payload of meaning in their playful sporting, so you can read each sentence two or three times and take away a different set of valences each time.

(It occurs to me that what I just described has some resonance with the Hindu concept of lila, or god’s play – the idea that what we experience of reality is the divine separating itself into different forms (illusive, maya-forms) so that it can experience itself, extend itself in space and time, and reach deeper understanding through its reflexive game-playing. Is this a bit of a reach, even kind of presumptuous given that it’s a non-Hindu who’s trying to make it? I think yes, basically, but this is the kind of response Manifest No elicits, in some respects demands, so there’s blame to go around).

So there’s length, there’s density, but there’s also reach. While the plot of the game, to the extent I can make it out, can be reduced to a fairly standard postapocalyptic fantasy narrative, the thematic are much wider-ranging, again to the extent I can make them out. Without making a vain attempt to wrap my arms fully around things, there were two strands that primarily stood out to me: first, there’s a preoccupation with immanence; the world the protagonist experiences, we’re told repeatedly, is a hollow one, lacking in substance:

“Should dreams stream a little more lucid, who should wish for waking? Reality as changeful as those within it,” Myneme upon some lost wintry. "Contact between self and the ghostly sieve without the arid abstractions which plague day blears. Live in the conception truer than perception: the world unfinished, full of half shaped phantoms, rushed through real, even in nightmare is there a more fulfilling terror than in the encroaching of systems, structure ever increasingly predeterminative, riven into selfdefulfilling prophecies stripping you to actuals, simply throatsubmit to the swallowing semblancer.

Some of this is internal: the protagonist is running from significant trauma, including a seemingly-abusive mother, a recently-killed friend (or lover?), plus they kill someone early on. He’s not the only one who expresses feelings of alienation and emptiness, though: the theme is externally-driven as well. We’re post some kind of worldwide disaster that’s caused the seas to rise and the land to flood, with isolated capital-t Towers scattered in hostile oceans the last bastions of humanity (well, I suppose I should say “people” – the precise taxonomy of some characters can be challenging to fix, with a subgroup referred to as Vedas who might be biologically distinct (or it might just be that they’ve held on to literacy and have books whereas most other folks don’t), and one character who’s described as a lizard, which works well enough as a metaphor but could be that he’s like, a Gorn?)

I don’t think this is just a matter of life sucking and the protagonist being all grimdark, though: there are indications that whatever sundered the world somehow broke down the transcendent order that infuses meaning into gross matter (perhaps the title’s a clue, beyond being a dumb/awesome pun – this is a place where negation is made physical):

Hollowness of self precipitates hollowness of place.

To imbue into the object ourselves to reverse our initial eternal traumatic separation so when it rebounds amplified it can incinerate the innate curse along with us, shall we say the rose is not its thorns?

all these, stupidly tactile chairs, this world of browns and bangs, it’s not the faintest figment of that, that uh, I don’t know, I don’t know! I just, when I woke up I immediately descended, physically to follow my soul aye, went all the way home, and I, swam in the port, dove and rose and dove and rose until I thought I might disturb the glue that keeps these opposites together… really wanted to die in that moment, I can’t, it’s hard to explain, like in fate’s pull only faster or slower floating, wanted in the dream wake to live out my meaning at a rate worthy of our blood’s pumping to panic attack amass.

The other major strand that resonated with me has to do with language, and the simultaneous criticality of and inadequacy of words to fix identity and grapple with the transcendent. There are echoes of Babel all over this game, from the gross level of the plot – it’s structured as a quest for something called the Submerged Tower, which has a whiff of the Flood and Atlantis, sure, but in a gnostic-inflected narrative like this there’s really only one tower that matters. Throughout, we find passages like this:

Cease your prayers to a demon so brutal as single say, certain word, solid sound, sunders our ice palaces to seep through the noxious underworld fuming caustic thoughts, our wild grasping backward in the evernight seeking the source of a separate light other than what our pearl eyes radiate.

Atrocity natural, who should not wish cleave a dream city? Unspeakable situation, how do we supernate beyond construction of tenses artificial imposed brutal upon the fluid?

Speaking and naming does violence to the true nature of reality; at the same time, words have incredible power. Those Vedas I mentioned above? Almost the first thing the regular characters note that sets them apart is that they know “the Literature”, and they’re frequently asked for songs or poems, in tones not dissimilar from a starving person begging for crumbs. In a climactic scene, one of the Vedas rechristens the protagonist, giving him a new name and creating within him a potential for difference.

Emptiness, fullness, language, confusion – there are paradoxes here, deep ones. Is there a singular, unifying theme that can knit all of this together? Mmmmmaybe. Gun to my head, I’d say the deepest current is a Buddhist one, since the empty contingency of reality and the essential nonduality of forms provide a frame for making sense of all this. But ironically, I think it’s my own identity and viewpoint that makes me say this, since that’s the ontological frame I personally find most congenial for making sense of the world – oddly, I’ve even run a tabletop roleplaying campaign where reality had broken down and become ontologically empty, and it also involved swashbuckling adventure on fantastic oceans (of course, the cabal trying to immanentize the eschaton were the baddies in that one…). Maybe this is a coincidence, or maybe it’s a just an indication of the richness of the text that it offered me this vein to follow to what feels like the mother lode but might just be one deposit among many (there’s a lot here about sin that I engaged with only superficially, to say nothing of how to understand the often-shocking violence throughout the story).

Manifest No is hard to cabin, in other words; there’s more here than you (OK, I) can fully understand, and I’m flattering myself if I say I caught maybe a third of what Kaemi is putting out. You’ve hopefully got a sense of the language by now, but it’s marvelous, and well above my, maybe anyone’s, head. One more excerpt, then I promise I’ll be less profligate:

Ever persist of permanence recursions individuation of moments to eternal flowvents superimposing samsara alternation carnatives of dayrise and wellgone, swimming in sphere Uyllia where arises equally descends in infinite recall unpopulated with possibility uniterated, precalculated anneal of every energy enumerated matrices accounting the conditions preconditions, endless pastness of advanceless present tense mirroring itself infinitely any future of felt so the same, nigh as gods we dallianced in sphere Uyllia, capsule world lavish lazuli, brightness whirlwind blinding the outer unshines to presume border to predicate a notional knownness facilitator of participatory adequation excessive consumptional in identificatory fretworks, these consistency energies which contextualize our worlds sufficient to prevent its chthonic roar alienation stripping adornments to bare serative seriatim discourse, knowledge closure brocade bricolage

Just think of the domains of knowledge this sounds in, just look at the words: samsara from Buddhism, anneal from chemistry, seriatim from law, chthonic from Greek myth… So yes, Manifest No is demanding. But, I belatedly realize I should point out, it’s by no means an overwhelming slog. I’ve mostly been quoting from the more elevated language that, in fairness, makes up like 85% of the text, but the dialogue of many of the minor characters along on the voyage is typically much more direct, and the contrast between their plainspoken natures and the recondite Vedas (and protagonist) helps make sense of the plot, and also sets up some real comedy. There’s one bit where the crew cajoles one of the Vedas into telling a story, which she promises will involve lots of excitement including some assassins, then she launches into this completely abstract song-poem:

Glinting mirrorlike the incantations
Surging ocher dust insisted shimmered
Great Vyekana, the City Dauntless,
Ruby set in canyons candelabra,
Lucre gleam in the squalid glare
Bubbled heatdrench tar crooked stars…
Grimoire poet of the vanish, howls harpist,
Thief of soul to hordes, riches of wrecks,
Dread fever fathom flashing in the fever spasms mortalia –"

“Where’s the assassins?” Mojyi. “Said assassins were there, was it?”
"These are the assassins! That’s, aren’t you listening?”

It’s hard to read this as anything other than Kaemi poking fun at herself – I laughed, at least.

Are there criticisms I could level, beyond Manifest No just being too much? Sure, though I hope I’ve learned my lesson from my review of Kaemi’s previous game, Queenlash, where I spent 2/3 of it nitpicking and acknowledged its brilliance only in passing. Flipping the script this time out: the hypertext-novel approach to navigation can be confusing, with the association between world-link and the resulting passage obscure in the extreme, which made me feel FOMO when I came across a passage with like a dozen different links. I also came up short when I hit what I think is the one actual branch in the game, where you can choose either the high road or the low road in ascending a Tower – maybe this is another joke about how choice-based games traditionally function, but it still feels deeply weird. And yes, the language swings for the fences and while I think it hits almost all of the time, it does occasionally whiff:

Closed shops on crooked roads bloating roundabout goiters these eaves so easily which could hide loiterers like a cue shooting you on a shuffleboard.

(Yes, that’s the source of the “oof, goiters” comment above).

Keeping track of the characters is also really hard, given their multiplicity of names and sobriquets, especially since many of them are deeply unfamiliar (from googling I think many might be central and east African, which is cool and plays the Babel theme given that most Anglophone readers are probably similarly going to lack context for them, but still left me belatedly writing up a cheat sheet). Perhaps most damningly, the ending didn’t land especially heavily for me – I think an inescapable downside of the fever-dream prose that makes up most of the text is that while you can dial it down, as Kaemi does with the crewmembers, it doesn’t leave you much room to dial up in a climax.

If these are sins, they’re venial ones at worst. Manifest No is an astonishment (and the fact that it comes only a year after the comparably-miraculous Queenlash is a feat of literary production I can barely contemplate); it’s literature of the most rarefied order, somehow showing up in the back garden of an IF festival. I have no more words. Read it.

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Fairest, by Amanda Walker

1 of 1 people found the following review helpful:
A mirror darkly, June 16, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

Fairy tales are tricky things. As creations of folklore, most of them lack definite authors, or definite shapes. The Grimms and Perrault are touch points, of course, and their styles and sensibilities have a significant influence on what we understand a fairy tale to be, but their work was as much curation as literary creation, wrangling a mass of pre-existing stories into some form of shape. That’s perhaps one reason why they’re simultaneously so stable – there’s a version of the Cinderella story that goes back 2,000 years, to Strabo! – and so protean, as the chthonic elements of the tales (love, marriage, death, inheritance, social mobility) are continuously reconfigured to speak to contemporary audiences. So the same story can give rise to the enjoyable pabulum of a Disney movie (themselves already continually sequelized, rebooted, and remade), or the feminist lex talionis of an Angela Carter novella: it’s just a matter of squeezing the kaleidoscope just so…

Perhaps too this is one reason why fairy tales are a fertile source for IF: they’re broadly-accessible stories that provide a nice familiar hook without imposing too much of a fixed structure on how the narrative progresses, allowing for the author, and potentially the player, to decide whether they want the story to lean more towards traditionalism or subversion, without thereby doing too much violence to the premise. There are currently 54 games with the “fairy tale” tag on IFDB, with Fairest riffing most specifically on Emily Short’s games in this area (per the author’s end note, at least) but bringing plenty of its own ideas to this venerable subgenre.

Another reason fairy tales work well for IF is that their protagonists are always haring off on some quest or other, and so it is here, with Prince Conrad – the introduction efficiently conveys the premise, which is that despite being the eldest son you’re generally rather feckless, so you must jump through some hoops to convince your father the king to ignore to importuning of your stepmother and give you the throne rather than to one of your younger stepbrothers. There’s a court magician on hand to give you a magic feather, an impossible-seeming task to retrieve a splendid carpet from somewhere in the poor part of the town… it all scans so neatly that you’d be forgiven for not consciously noticing that the game asked you for your name when you started it, but regardless of what you type Conrad is always called Conrad (and, more importantly, is always a prince).

You will notice, however, that the game greets you with a help screen that, beyond an introduction to IF, also provides all sorts of play supports, from a verbs list that eliminates annoying guesswork to a TASK command to make sure you’re always oriented towards the next goal. I’ve seen folks say they played this as their first parser game, and I think it’s a really outstanding choice, since the author’s gone above and beyond to make it so welcoming.

Implementation is butter-smooth throughout, with simple navigation and talking sufficing to resolve most challenges, and more unique actions sufficiently well-cued that recourse to the VERB command shouldn’t be all that necessary (pains have been taken to make moving in and out of doors painless, for example, which sounds simple but isn’t given that the player could try to enter a house by knocking, opening the door, or trying to go in the relevant direction). It helps that this isn’t a puzzle-focused game, of course – though there is one, and it’s clever – but even still, Fairest is impressively and invitingly realized.

Of course none of that would mean very much unless it was a fun, engaging game. And happily it doesn’t take long to realize that Fairest has a lot to offer to experienced players too. Much of this has to do with its expert foreshadowing – it knows that you know how fairy tales work, so you’ll be squirming in your seat when you read an exchange like this between Conrad and a woman who definitely isn’t the evil stepmother from Snow White, not even a little bit:

She says, “I’d be happy to make you the most majestic carpet ever seen, only I have no thread with which to weave it. If you can find me some suitable thread, made of gold, I’ll make the carpet from it, if you promise me my heart’s desire when you are King.”

“Of course. I promise,” you say lightly.

Any player worth their salt sees that as a shoe waiting to drop, and a signal that we’re not just going to be blindly recreating a series of fairy tales before being ushered off for a happy ending. Then there are the metafictional flourishes that quickly start to seep in too, with the fourth wall breaking under the stress of several important characters, all of them girls or women… There’s a lot that’s set up, many balls thrown in the air, as you run through scenarios based on Rumpelstiltskin, Sleeping Beaty, Little Red Riding Hood, and more, the game gives your plenty of hints of dramatic events to come without tipping its hand too heavily.

Puzzles are also well foreshadowed, too – you encounter many before you can solve them, which helps keep things feeling open and engaging even though the game’s almost always entirely linear. Admittedly, sometimes I felt like the game did veer on playing itself: there’s one puzzle about restoring a statue to life that describes what you need to do fairly directly, then has Conrad do some kibitzing that spells things out even more directly. But again, Hadean Lands this isn’t, and Fairest wants to get you to the ending, or rather endings, where the complex threads the game has been weaving come together.

I won’t say too much about the details here, even in spoiler-text, but as someone who finds endings almost invariably disappointing, I think Fairest’s finale works really, really well, as the interplay between protagonist, player, and parser begins to collapse, fairy-tale tropes aren’t so much subverted as inverted, and some telling points about the commodification of female beauty (hell, girls and women in general) land with a light touch in amongst the popcorn fun of an Avengers-level crossover hitting its climax. For the player, at least, everything ends happily ever after, as they’ll have experienced one of the real highlights of this year’s Spring Thing.

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Custard & Mustard's Big Adventure, by Christopher Merriner

1 of 1 people found the following review helpful:
A doggy delight, June 16, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

(I beta tested this game)

Hopefully, dear reader, you are as happy as I am to dispense pretense that the reviewer is an objective figure, an unmoving mover floating serenely above the aesthetic object and rendering dispassionate, not-to-be-gainsaid criticism. And I further hope that in my reviews I make clear were my personal biases and subjective preferences lead me to judgments that might not be shared by a different player with different biases &c. But even taking all that as read, I feel like I need to issue some extra disclaimering here, because I went into Custard and Mustard’s Big Adventure strongly predisposed to like it – not only was I a tester on it, I also tested the author’s previous game, The Faeries of Healstowne, which was my one of my two favorite games of 2021, and plus he’s tested both of my games, as well as penning a review of Sting that’s quite possibly the single most laudatory thing anyone’s ever written about my work (and I include the toast my mom made at my wedding in the competition).

With that out of the way, though, let’s all pretend I didn’t just light my credibility on fire as I tell you that my expectations were completely right and Custard and Mustard is great. It’s great fun, first of all, to play as a pooch, and here you get to play as a dynamic duo of doggies – designated-protagonist Colonel Mustard, and his bashful-but-rising-to-the-challenge sidekick Ernel Custard (if you can somehow read that without giggling, I am sad for you). This is no superficial re-furring, too: your canine nature is well-implemented, with a rich odorscape awaiting your SMELL commands, an inventory limit that actually makes sense given a logical one-mouth-per-customer policy, robust BARKing options, and waggable, chasable tails. Each protagonist also has distinct strengths – saying more would risk spoiling some puzzles, but suffice to say each gets their moment in the sun – so you’re able to switch between them at will, which again is handled cleanly, with a single command sufficing to swap and the one you’re not controlling automatically following the other unless there’s a need for them to split up.

So much for mechanics, though. What are these handsome hounds up to? After a prelude where the two protagonists meet cute and give their owners the (temporary) slip, they’re simply excited to experience everything a traditional British village fete has to offer. There’s a generous map on offer with lots of places to go and explore, which can feel a little overwhelming at first. But even in this phase, the game’s gentle humor makes nosing around very fun. To take an example, there’s a small monument in the park memorializing its dedication:

Hockbarrow Gardens

Opened by H.R.H The Princess Mavis, Countess of Spelnose

This is like the smallest imaginable unit of comedy, but the whimsy made me laugh. It doesn’t take too long to get your feet under you, though, as there’s usually only one area where there’s much activity happening, allowing you to focus your efforts, and you quickly wind up getting caught up in a series of hijinx, from helping a magic show go off to interrupting some beer-drinking. Each involves solving a small puzzle, all quite reasonable, and it’s all quite enjoyable though it perhaps doesn’t live up to the game’s billing as a Big Adventure.

Then the other shoe drops, though, and the second half of the game raises the stakes, as your innocent enjoyment of the fair is interrupted by learning of a criminal plot to rob the local museum. This counterheist has twists and turns aplenty, with the challenges getting more difficult but funnier too – I especially liked decking out Mustard in fancy dress so he could infiltrate the town’s snootiest restaurant for a spot of eavesdropping, and shook my fist at the screen as a seemingly-helpful cat revealed its perfidy. While I thought the puzzles in Faeries of Healstowne were satisfying but could skew a bit too hard, here the difficulty level feels just right for this more all-ages-friendly adventure, with none of the puzzles putting up too much of a fight but sending up a lovely dopamine hit of reward as solving each unspools the next delightful bit of the story.

In fact the whole thing is just delightful – Custard and Mustard’s Big Adventure is the veriest romp. If you have the slightest soft spot for silly British things, or like dogs, or just have the smallest spark of joy in you, you won’t laugh harder all year.

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Bigfoot Bluff, by P.B. Parjeter

2 of 2 people found the following review helpful:
(Pun involving sasquatch), June 16, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

(I beta tested this game)

The first three sentences of Bigfoot Bluff land like a clap of thunder:

"Ten years ago you renounced Bigfootdom to become a paparazzi. Now it is your job to do an exposé on your reclusive sasquatch father. Welcome to Bigfoot Bluff."

This opening crawl efficiently answers every question you could have about the game – you have your who what where and why all cleanly laid out, albeit “how” is a bit trickier since you don’t start with a camera – while raising a whole host of new ones a player wouldn’t know they had to ask, like “wait, can you just choose to stop being a sasquatch?”, “have I been like photographing celebrities in Santa Monica sushi joints for the last decade? As a sasquatch?”, “couldn’t I just do the exposé on myself?”, and “wait, shouldn’t it be paparazzo or is that not how Italian works, because I’m pretty sure ‘paparazzi’ is Italian” (maybe that last one is just me).

To its credit, Bigfoot Bluff is adamant about not answering any of those questions – it’s given you all the backstory you need, and now it’s time to just roll with it. Beyond just the disorienting setup, the overall vibe of the setting took me a minute to get a handle on, before realizing that the author’s riffing on early-90’s tabloids, from the blurrily-photographed cryptids to a late-game cameo that I won’t spoil. In fact the ending pulls out a number of rugs, questioning the premise and raising significant questions about what’s going on outside the eponymous park. Squint, and you can see the game touching on questions that go beyond the terminally silly, about media production and overzealous parenting and identity – which it then comprehensively undercuts, so maybe the joke is on me for starting to take it seriously. Regardless, it’s a uniquely-combined set of reference points that come together into a mélange that’s memorable even if it might not be to every player’s taste.

The gameplay is also something of a rara avis. Bigfoot Bluff bills itself as a sandbox game, which calls to mind a certain structure – of a fairly open map where the player has a lot of freedom to solve puzzles, which are largely of the medium-dry-goods variety – but here also speaks to the mechanics. Rather than requiring you to run through a linear chain of barriers to unlock the endgame, though, the game takes a more systemic approach. Instead of points, you have a stealth score, that abstractly represents how noticeable you are; the finale is gated behind getting a sufficiently high score, on the theory that at that point you’re sneaky enough to get sufficiently close to your bigfoot dad to snap a pic.

Even more intriguingly, this doesn’t only increase monotonically – while solving many puzzles will increase your stealth, as will wearing the appropriate disguises, but some actions can also decrease your stealth. Sometimes these are signposted, but sometimes what feels like ordinary IF-protagonist behavior gets you dinged. For example, you might think that wearing sunglasses would help you blend into the crowd, but in the park environment, the glare they give off winds up drawing attention to you. The game is clear that you can always regain lost points by taking appropriate actions, which adds an interesting wrinkle, though it also necessitates disabling UNDO to prevent the player from ignoring this aspect.

I’m of two minds about this – on the one hand, this moves the gameplay in a roguelike direction, creating the expectation that part of the fun for the player is rolling with some punches, but on the other, sometimes it can set up situations that feel like gotchas, which hits doubly-hard when the player convenience of taking back the offending action is removed. I personally like roguelikes, and given the large number of ways to get points none of these setbacks wind up being that punitive, but at the same time keeping UNDO enabled might encourage players to opt into the chaos, rather than leaving them to start save-scumming or declining to poke at dangerous-seeming situations. At any rate, experimenting with traditional gameplay axioms like this is exciting – it gives me lots of ideas for other ways to import roguelike or immersive sim mechanics into IF.

I keep using, or circling around, the word “unique”, because there’s very little that Bigfoot Bluff does that’s conventional. It’s notable that the author has previously made choice-based games, I think – I’ve mentioned my thesis that the long-established division between these two kinds of works is breaking down, and BB may be an example of how that hybridization is shaking things up, since my sense is that the kinds of systemic design it uses are more prevalent in the choice-based space. If it’s an experiment, though, it’s a generous one, letting the player choose how deep they want to get into the puzzling and allowing them to roam the (nicely-illustrated) map to their heart’s content. Even though I mostly wound up wittering on about design, here, it’s still very much a fun, playable game – it just might leave your brain bouncing in a bunch of different directions when you’re done.

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The Box, by Paul Michael Winters
A promising debut for the Kreate system, June 16, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

(I beta tested this game)

The Box is a test bed for a bespoke IF system created by the game’s author, and I have to confess that my reaction to such things has previously been to consider them reinventions of the wheel, given the number of robust, mature authoring languages currently out there. Those feelings have shifted in recent years, though, as systems like Dialog and Adventuron have proven themselves to offer distinct advantages to authors and players; it’s obviously too soon to tell whether Kreate will join that list, but based on the present evidence, it definitely justifies its existence.

Like many modern systems, part of the draw here is that Kreate allows for both parser- and link-based play; you can type in traditional commands using the typical Inform/TADS syntax, but you also have links and buttons enabling you to do everything you need to with a click. The links are contextual, though, so you’re not overwhelmed with choice; the names of objects are underlined in descriptions, and you can examine them by clicking them, while potential actions are suggested in little buttons right by the command prompt.

This works well, but what’s more exciting is that the system also seems to allow for less standard input approaches too – and here’s where talking about the game itself might be useful. The Box doesn’t have much of a plot, being an escape-the-room affair that’s primarily focused on the puzzling. As the title suggests, the main business involves fiddling with a mysterious box that’s got a different puzzle on each of its sides, largely based on clues you find in the environment. Some of these are standard object-manipulation affairs, but there are also some that, while old chestnuts, are newer territory for parser IF, including a cryptogram and a tile-selection puzzle. It’s possible to engage with these via the parser, but it’s a little awkward – the cryptogram requires a bunch of commands like SET DIAL-X TO LETTER-Y – fortunately, though, Kreate enables a little drop-down menu you can interact with via the mouse that makes things easy.

Speaking of mice, there are some cute touches that elevate the game above just being a grab-bag of tech-demo puzzles – the most notable being the cute white mouse who you can get to join you in your endeavors. Similarly, while the puzzles are primarily old chestnuts, they’re implemented well and are satisfying to work through, pitched at a reasonable level of difficulty. So even though it’s primarily been written as a shakedown cruise for Kreate – and I think succeeds on those terms – on its own merits too The Box is a pleasant half-hour’s puzzling if you’re in the mood for such things.

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The Wolf and Wheel, by Milo van Mesdag

1 of 1 people found the following review helpful:
A compelling folk-horror anthology, June 16, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

The premise of the Wolf and Wheel is dynamite: this visual novel consists of a series of folk-horror vignettes spinning off of a frame story set in a tavern, as the inhabitants of a small village eat and drink to take their minds off the fact that the sun stopped rising several weeks ago (I believe this is set in the same Eastern-European-inflected world as last year’s IFComp entry Last Night in Alexisgrad, by one of the present game’s authors). This isn’t quite the same structure as the Decameron or Canterbury Tales, but squint and you can see the family resemblance; it’s a good way of hanging together a bunch of semi-related stories, and the atavistic contrast between a warm place of safety and a newly-terrifying night creates a push-pull frisson of tension between the pieces of the game. There’s a lovely, homey art style, too, with appealingly idiosyncratic character designs and a few nice touches of animation, like snowflakes blowing past a window. This is the kind of game to sink into, drinking a mug of tea on a cold day (unfortunately it was 80 degrees in LA when I played it, though at least I had the AC on).

Given the overall high production values, and robust hour-plus running time, the game’s placement in the Back Garden isn’t immediately obvious, but the blurb discloses that it’s a chopped-up demo of a longer work, consisting of random event scenes (these would be the vignettes) connected by a newly-written frame story. Given this provenance, it’d be easy for the game to come off as a glorified clip show, but to its credit, it stands on its own pretty well. Some of the vignettes are stronger than others, of course, and some feel more fleshed-out and relevant to the frame plot than others, but that seems reasonable given the weird vibe of the supernatural happenings they depict. It also helps that the protagonist of the frame story – one of the workers in the titular inn – isn’t a passive recipient of the tales of others, but somehow finds themself (you can choose their name and gender) sucked into the memories of each taverngoer in turn, reliving their decisions and experiences. There are also characters and situations that escape from some of the vignettes and enter the frame story, meaning that this feels like a full narrative and not just a thinly-sketched framework for a series of self-contained, non-interacting stories.

As for the flavor of the vignettes, I called them folk-horror, but maybe folkloric is a better word? Some of the early ones are simply eerie, and even when later ones escalate into threat and violence, there’s still an otherworldly vibe. Some of the most memorable encounters are simply conversations, too – one dialogue with a psychopomp boatman especially stood out. They’re weakest where they stretch for meaning and try to press the player to make big philosophical choices – there’s one where you come across a werewolf in human shape, naked and raving in despair over what he’s become, but his desperate questioning comes across far too bloodlessly:

"I have not been able to work my way through that question: 'why live?' I presume a meaning or purpose, but what is it and am I wrong in that assumption?"

Truly, Socrates, put some clothes on.

Even this comparatively weak sequence is redeemed, though, when you realize that this werewolf isn’t a man bitten by a wolf, but a wolf bitten by a man – what torments him isn’t his red deeds, since as an animal he could kill and eat his prey with no qualms, but that his intermittent transformation into human form has given him a view of morality, and transformed his killings into murder.

Again, they’re not all like this – there are some vignettes that lean more action-oriented, or have a light investigative cast – and they move pretty quick, so you’re guaranteed to at least get a powerful image or two out of each (the one with monsters growing in the trees was pleasingly nightmarish). You are given what feel like significant choices in each too – usually hinging on whether to flee, combat, or engage with the weirdness on display – so you’re not a passive observer.

As for the frame story, it’s serviceable enough. My favorite part here is getting to know some of the other villagers, from motormouth scholar Elisabetta, Nat the infallible timekeeper, and tortured doctor Fyodora. I’d look forward to digging into these relationships in the full game, since as written you only get one or two encounters with each. Indeed, my main complaint about the frame story is that it seems to end rather abruptly, and while there are 11 endings, the connection between my choices and the outcome I got felt unclear (though this may be setting- and genre-appropriate, I suppose). If I was ultimately more enamored of the game’s constituent parts than how it finally came together as a whole, though, I still very much enjoyed by time with it – and given that the Wolf and Wheel is a reconfiguration of how those parts were originally meant to fit, I suspect I’ll really like the full game once it’s released.

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Phenomena, by Dawn Sueoka

2 of 2 people found the following review helpful:
Up above aliens hover, June 16, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

An anthology of seven short hypertext poems about UFOs, Phenomena boasts some clever wordplay and a nicely-realized theme (the title of the final poem gives the game away: “guess this was never really about ufos, haha” – it proposes the night, or death, the possibilities we invent from sign and portent). There’s some effective imagery here, and the way it engages the reader worked well for me: each poem can be read “down,” by just reading it top to bottom as it first displays, or “through”, by clicking each line to change it into one of a half-dozen or so different variations. Time – or at least narrative progress – usually progresses as you read “down”, while the “through” options typically elaborate a single idea, introducing a set of potential options and often including one that serves to undercut things. For example, here’s the second poem as it first appears (which riffs on a historical account of strange lights in the sky of 13th-century Japan):

We have been camping near Hermit’s Pass for nearly two months.
Our orders come from the empress herself.
But we search the night sky and see nothing.
The stars flex, relax.
Not a star out of place.
Her ever expanding empire.
The hunter draws her bow.

Then for the “through”, if you successively click on the second line, it runs through this sequence:

Our orders come from the empress herself.
Confirm what has been seen in the sky.
Accounts come in from all corners of the empire.
Peculiar signs.
A topic to pray upon.
But I am no priest.
I seek only to fill my belly and find a comfortable place to shit.

…before running back to the beginning with one more click.

It’s clever that the poems work this way, but because there are strong throughlines both ways, it’s easy to turn the poems into ridiculous self-parodies if you’re not careful with where you stop clicking – an issue that’s exacerbated by the author’s repeated tic of interposing a single short phrase to punctuate most lines, like the “peculiar signs” above. Here’s another way of rendering the second poem:

Idiots.
Peculiar signs.
Seen by the paper maker:
Xnth farts in his sleep.
The cuttlefish.
Imagining blight.
Animals cower.

Of course, if the player does this they’re not really entering into the spirit of the thing, so that’s not necessarily much of a complaint. I will say that this style of verse isn’t my favorite; there’s not much in the way of complex imagery or highlighting specific words with jewel-like care, but I can’t make much of the meter, is the main thing (these could also be the complaint of a philistine – I’m not very well read in poetry!) I do think the sixth poem, which is couched as a dialogue between the witness to an abduction and their therapist, worked best of the bunch for me, because the relative informality of the spoken word felt like a good fit for the author’s relatively unadorned prose. But anyway this is a matter of style and personal preference; you should be able to tell from the excerpts above whether you vibe with Phenomena, and regardless I still enjoyed the way it smartly runs through a number of different perspectives on aliens and what they symbolize for the human condition.

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5e Arena, by Seth Jones

2 of 2 people found the following review helpful:
A gamebook simulator with a little too much bookkeeping required, June 15, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

5e Arena is neither fish nor fowl, straddling the gap between choice-based IF and a combat-focused gamebook. I’m only glancingly familiar with the latter tradition – I played one or two of the Lone Wolf books when I was a kid, and am dimly aware that the Fighting Fantasy series was a really big deal across the pond, but for the most this is one element of nerd culture that’s passed me by – and I suspect my lack of experience here is part of the reason why I found 5e Arena a little awkward.

Don’t get me wrong, the premise is straightforward enough: it’s an arena-based combatfest implementing Dungeons and Dragons Fifth Edition rules, but goes beyond the bare-bones concept by including a card game that allows you to gamble between bouts, opportunities to use your noncombat skills to learn more about your opponents’ personalities and potential tactics, and a couple of funny twists, like the chaos-producing Wheel of Magic in the final fight that injects a random buff or penalty each round. The fact that the announcer highlights that said wheel is sponsored by a local jeweler, and rattles off the shop’s slogan, in the pre-fight patter made me laugh – less intended by the game, when I got to the fill-in box with “Name or Alias?” I typed in “Alias” and emitted a self-congratulatory snigger.

The combat encounters are the real meat, though, and here’s where I think I was tripped up by gamebook conventions. In a paper version of such things, the player is expected to keep a copy of their character sheet and do all the bookkeeping – recording their hit points, rolling the dice, and so on. Which makes sense, as traditional books are not very good at rewriting themselves in response to how they’re read! Computers are good at that sort of thing, though, so I was surprised that 5e Arena doesn’t automate nearly as much of the gameplay as I would have expected. For one thing, there’s no character generation module, nor is there a way to input your character information so the game knows what class you’re playing or your current armor class or hit points; instead, the player needs to roll up their own character and keep track of all that themselves. For another, while there’s a cool little movement grid integrated into the combat window, the game requires the player to manually move the monster as well as the PC but leaves you on the honor system as to how far you go.

The game does do some work, admittedly – beyond listing the monster’s statistics, it also chooses an appropriate attack each round (using melee strikes when it sees that it’s close enough to do so), keeps track of ongoing effects if you’re hit with something like a heat metal spell, and makes rolls for the monsters. But playing the game is a significantly higher-overhead prospect than I would have thought. Again, I’m guessing that this is primarily because folks who play gamebooks enjoy the tactile aspects of flipping through their character sheet, erasing their hit points, and adding up their gold-piece rewards. But that appeal is frankly somewhat lost on me, and I’d have personally preferred to be able to just use the game to play some DnD – all the more so because there’s not much plot to speak of and the fun to be had is just to bash through the roster of foes. So while the game is well-implemented and probably will be appreciated by its target audience, I’d rather just play something that takes advantage of the affordances a computer provides, like the excellent 4x4 Archipelago, instead.

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Confessing to a Witch, by HeckinRobin

2 of 2 people found the following review helpful:
A nice teaser, but no gameplay yet, June 15, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

So much like Adrift, this is a teaser for a yet-to-be-completed game; much like Adrift, it made a favorable impression on me and I’d look forward to playing it; unlike Adrift, though, it didn’t provide me with a sense of what the gameplay would actually be like in the finished version.

On the positive side, the protagonist, world, and setup are all sketched in a winsome, appealing way. The main character is on her way to visit her friend (the eponymous witch) to tell her that she’s got a crush on her (the eponymous confession), and it made me smile to read about her thoughts racing as she walks through the nicely-described, bucolic scenery on her way to the cottage – the protagonist works as a florist, so there’s a lot of good detail on the different plants and flowers. Of course, when she arrives, she realizes something’s gone wrong and her friend is missing, leaving behind only the scrap of a recipe for a counterspell and her adorable cat familiar…

On the down side, though, this all proceeds just as a linear progression of passages with only a single link on each. From the way the demo ends, it seems like the game will open up from there, and you’ll need to do a bit of a rummage through the cottage to turn up the ingredients for the spell, which is a sturdy but enjoyable adventure game premise. Still, to really provide a taste for the full game and start to hook the player, it would have been nice if a little bit of this gameplay had been on offer, with maybe a small puzzle to solve to see how the mechanics will be set up. The scavenger-hunt model does make it harder to break off a sampler than a linear sequence of puzzles like the one that opens Adrift, of course, so the omission is understandable – still, it strikes me as a missed opportunity, albeit not one that would hold me back from playing the full game.

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A D R I F T, by Pinkunz

4 of 4 people found the following review helpful:
Alternate-history space teaser, June 15, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

(So the annoying title is actually clever, because the added spaces indicate the letters are drifting apart from each other – get it, drifting? – but I’m not typing it that way).

The opening of Adrift is eerily reminiscent of that of the main festival’s Orbital Decay – sure, “astronaut must fight for survival after an EVA gone wrong” isn’t the world’s most recondite premise, but it’s been almost ten years since the movie Gravity (sidenote – it’s been almost ten years since the movie Gravity???) and I don’t remember playing any other bits of IF with this exact setup, so I’m very curious about what’s in the water that led to this coincidence.

At any rate, it’s a grabby way to open a game and it’s effective here too. Unlike Orbital Decay, Adrift is a parser game, so proceedings are unsurprisingly more puzzle-oriented. It’s also unfinished, consisting of just the first two challenges and ending after you manage to get back to your shuttle. This isn’t a completely polished slice of the game released separately as a teaser, mind – there are lots of indications that the game still needs some love and care, from a fair number of typos to the noticeable fall-off in scenery objects as the excerpt reaches its end. The puzzles also suffer from a bit of guess-the-verb-itis, with the second in particular requiring the player to type a vaguer approach to the solution because the more specific commands aren’t recognized (Spoiler - click to show)(I’d realized that I needed to swing the crate on my spacesuit’s tether, but all my attempts to TIE or ATTACH it failed; turns out you just need to SWING CRATE).

This is all fair enough for the Back Garden, though, and I was still able to enjoy the teaser for what it is, and would look forward to playing the completed game. For one thing, there’s more worldbuilding and personality on display here than the lost-in-space setup strictly requires, with integrated flashbacks lightly sketching an alternate history where the Soviet Union stuck around and showing our cosmonaut hero pining for his Lyudmilla, which mixes up the more-typical all-American space fantasy (albeit the war in Ukraine makes this less fun than it could be, sadly). There’s also some cool pixel-art headers that shift as you play, helping to set the mood, and I liked the physics-based nature of the puzzles, which made them satisfying to solve. As a result, it’s not too hard to squint and see what the more robust finished product would look like after completing the design and some rigorous testing, so I hope this review sends a strong signal to the author to get working!

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The Bones of Rosalinda, by Agnieszka Trzaska

4 of 4 people found the following review helpful:
She's a skeleton. He's a mouse. They fight necromancers., June 15, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

Oh, what a lovely way to wrap up the main festival (I beta tested the remaining quartet of games)! After a rewarding but, I have to admit, somewhat grueling month of playing and reviewing, getting sucked into the Bones of Rosalinda is like sinking into a warm bath. This is another in a line of games from the author that import parser-y touches like an inventory, compass navigation, and a world model into a choice-based framework, and the resulting gameplay is something like the early-90s graphic adventures of my youth, with lots of scope to explore and experiment but no guess-the-verb flailing required. The game’s comedic chops make the comparison even more apt, with a high joke density that anticipates that you’ll try to hide a needle in a haystack for no reason and character names that left me smiling (the fact that the necromancer’s assistant is named Albert makes me laugh for reasons that I don’t feel capable of explaining) – but where some of the LucasArts classics could be too cool for school, TBR has an appealing cast of characters, from resolute hero skeleton Rosalinda to your brave-despite-himself mouse sidekick Piecrust, to the ogre chef who always thinks the best of people. Add in a clever set of puzzle mechanics hinging on Rosalinda’s ability to detach her limbs, and you’ve got something here for just about any lover of IF.

Admittedly, the quest you’re given from the off is relatively conventional – in a fuzzily-defined medieval fantasy world, you’ve got to stop a necromancer bent on no good by navigating his dungeon and bearding him in his lair – but the twist that he’s a newbie who hasn’t quite got the hang of the gig, and you play the first skeleton he’s managed to animate without managing to bend to his will, lends more than enough freshness to proceedings. The relatively straightforward opening also helps ease the player into the game, alongside the tutorial-like was the first set of challenges teach you about the game’s basic mechanics – by solving a gradually-escalating sequence of puzzles you get walked through how the inventory works, the different things you can accomplish by sending your limbs or skull off separately from your body (I feel like I’ve played other games where the player character has similar abilities, but I can’t think of any that have implemented it as smoothly and systematically as TBR), and how to switch perspectives to Piecrust. The game then opens up a bit, presenting some more complex puzzles and a larger set of rooms to explore, though not in an overwhelming way – a trick the game pulls repeatedly to keep the pacing tight and limit the number of objects and objectives at play at any point in time.

Since so much of the gameplay is puzzle-driven, it’s good that the quality here is very high. There’s a strong variety, since between Rosalinda’s multi-competent anatomy and Piecrust’s mousely attributes, you have a lot of potential tools to bring to bear, and the game doesn’t hit any one specific approach too heavily. There’s also a mix of funny object-based puzzles, as well as a couple that require thinking through your conversational approaches with some of the other denizens of the dungeon. One puzzle did strike me as a bit hard (Spoiler - click to show)(making one of your arms into an impromptu candlestick holder) though this might be down to the solution requiring you to use the inventory interface in a way I hadn’t previously tried, even though it’s clearly signposted. And I wished there was an automatic way to tell one of the main characters to follow the other, especially in the maze (don’t worry, it’s not that bad!) But overall the puzzles hit a satisfying level of difficulty, and nothing requires too much clicking around.

And as mentioned, the world and characters are just delightful. I laughed at the puffed-up demon who’s nonplussed when his decapitation of you doesn’t lead to very satisfying results (seeing you hop after your skull, he remarks “I thought only chickens could do that”). I gave out a little cheer when Piecrust dug deep to stand up for his friend, and another when I read the heartwarming ending. The game is a real treat, and I’m hoping the epilogue’s promise of more adventures to come for the dynamic due of Rosalinda and Piecrust comes true.

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externoon, by nune

4 of 4 people found the following review helpful:
Character-driven roadtrip in need of a tuneup, June 15, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

On paper, externoon should be the kind of thing I dig. It’s a grounded look at a woman trying to externalize her feeling of being adrift by traveling across the country by bus, having low-key encounters with fellow travelers and musing on her dysfunctional relationship with her sister. I would 100% pick up a novel with this summary on the back cover, so I was excited to see where this journey was going to take me. Unfortunately I found that the aimlessness wasn’t just confined to the protagonist; while there’s some good writing here and well-observed detail, I thought the author’s decisions about where to focus attention wound up neglecting character development and thematic progression, and the increasing number of errors and typos as the game went on suggested this is isn’t quite a final draft. I can see how the pieces could come together with a bit more time in development, but externoon isn’t there yet.

Admittedly, it opens strong. A major thread running through the game is the letters to her sister the protagonist composes in her head to apologize for leaving their shared apartment without saying goodbye. There’s a plain, direct quality to her voice that makes these letters compelling:

Dear Angie,

I woke up this morning at three o’clock. I know. I can hear Mom saying “that’s yesterday” in my head, too.

I couldn’t really sleep.

Remember when I told you I’d travel someday? That day is today. Please. Try not to worry. I’m OK. I think.

I’m sorry.

Kicking off the action with a trip to the liminal space of a bus terminal is also an effective choice; the protagonist is in motion, but it’s clear that the process of getting where she’s going will be time-consuming and provide plenty of time for reflection. And there’s a solid texture to the details, which rang true for me (I don’t have a driver’s license so I’ve spent some time traveling via long-distance bus).

As the story progressed, though, I found myself less engaged by it, largely because the protagonist’s character and the story’s themes were frustratingly vague. We get a sense of her internal monologue, beyond the aforementioned letter, but not much of this comes through in action. There are a number of set-piece incidents as she travels, where the narration slows down and gets very granular: a disagreement at a bus station water fountain, a conversation after the bus breaks down, an exchange at a coffee shop, and an extended sequence of going to a bar and meeting some folks. Nothing much happens in any of these in terms of plot, which doesn’t bother me much; for a travelogue like this, it’s all about the slow accumulation of events adding up. But nor do they amount to much in terms of the protagonist’s character arc – she’s passive and diffident to a fault, whether she’s witnessing but failing to intervene in an argument, enjoying meeting her seat-mate but also wanting to keep some distance, getting dragged to a bar but sort of enjoying it once she’s there…

To a certain degree this fits the characterization the game has set out, I suppose, which positions the protagonist as someone dissatisfied by the way she’s just drifting through life – despite the fact that she’s taken decisive action by leaving home, it could be that we’re meant to see her nonetheless repeating old patterns. But if that’s the case, it’s undercut by the fact that she makes another significant decision at the end of the game, which felt to me largely unmotivated and disconnected to anything that had previously happened. The high degree of detail given to comparatively in-depth recitals of quotidian events isn’t matched by similar attention paid to what’s going on in the protagonist’s head, so I felt like I’d have to infer a whole lot to be able to construct a coherent mental or emotional journey for the character.

One area where this really hit home for me was race. It plays a significant role in the game – Lucas is from Trinidad, and attention is paid to how he navigates social space as a Black man – but it’s unclear what race the protagonist is meant to be. From the names given to her and her sister (Liliana and Angie) and the fact that they live in Queens, it’s plausible she’s meant to be a Latina – but on the other hand she also seems very naïve about the US immigration system when Lucas shares some of his experiences, and she’s on a trip to rural Oregon which from my understanding can be a pretty unfriendly place for nonwhite folks. It’s certainly not a requirement for a work of IF to specify the race of its main character, but given that the omission makes it hard to make sense of some of her interactions with the other characters, it’s yet another decision that muddles what externoon is trying to say.

(Speaking of things that are muddled, having finished the game, I also have no idea what the title is supposed to mean – that’s a little thing but it bothers me immensely, and seems indicative of the larger point about the thinness of the game’s thematics).

As mentioned, partially this could be a sign of the author running out of time to bring the game in for a landing, as typos proliferate as the story proceeds. The clearest indication of this underdone quality, though, is that the version currently up on the Spring Thing site has a progress-breaking bug midway through – fortunately, Autumn Chen has created a fixed version, available here. There weren’t any other bugs that I came across, but I did find gameplay frequently annoying nonetheless due to the lack of signposting for which hyperlinks provided additional detail or flavor, and which progressed the story to the next passage (I didn’t notice any branching choices). Since it’s impossible to go back to previous passages, playing quickly became an exercise in trying to get the complete story by guessing which link would move the narrative onward and avoiding that one – the logic was sufficiently obscure that I guessed wrong a lot of the time, though.

This is only one reason I found externoon frustrating though. There are interesting conflicts set up, I like the setting, and the author’s clearly got some writing chops. But it doesn’t feel like they were able to clearly identify what they wanted to communicate in the story, and edit it accordingly; it reads like one of those first drafts where the writer is feeling their way towards their themes, occasionally getting lost noodling around in a scene or getting interested in a character without quite knowing how to fit the pieces together into an overall plan, and then not having the chance to fix things up in a second draft.

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The Fall of Asemia, by B.J. Best

4 of 4 people found the following review helpful:
The spoils of war, June 15, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

An arty, experimental piece, The Fall of Asemia engages with timely themes: I wish its melancholy story of an occupying army destroying a city’s way of life didn’t have quite so many contemporary resonances both literal and metaphorical, but here we are. I felt these connections all the more clearly because the game doesn’t wholly position the player as a participant in these events, but rather as a scholar exhausted by the effort of translating these records and bearing witness to the crimes they memorialize. I don’t know when the game was written, and whether the author intended to draw parallels to how Westerners have been following the distant but visceral war in Ukraine – and certainly there’s no way for it to have anticipated the past couple of days, as we Americans have been grappling with how far a self-righteous minority will go to dismantle our rights (this review was written when the Supreme Court's draft opinion striking down all abortion rights was leaked) – but its downbeat vibe definitely met me where I’ve been at.

The mood conjured by the translated fragments is at once dreamlike and violently, even harshly, immediate, and is the main draw here. That’s especially the case when the game turns to depicting the feelings of the conquered population (note the mimesis-enhancing translator’s aside in the first excerpt):

"The language they use here—it tastes like blood from a bit tongue. I tire so easily now. Our ears are tired, too. [… here, the ligatures don’t look Asemic—cf. the Eth ms.] Tell me, is Asemia really dead? It is merely drowning, yes?



"The strange vowels of this province flood my mouth like chewing on leather. Someone has painted the sky a different color. The other wives gather in circles like quail, and sometimes I can’t remember how to thread a needle. Those conquerors are fools. Soon enough, Asemia will rupture their hearts until they can’t tell the difference between blood and wine."

You only get a paragraph or two in each passage before moving on to another narrator, who provides another view of the static situation, so there’s no strong sense of narrative development within the records. Instead, progression comes within the frame, as the translator tries on different approaches to understanding the texts and sinking into increasing depression at the tides of history.

This is where the game’s interactivity comes in, because before each passage you’re given a choice of four to six abstract glyphs, each of which you can toggle between one of three different versions with a click. The set of glyphs you choose impact how the passage is translated, and since you loop through the same set of records three times over the course of the game, you can see how these selections change the text. It’s an interesting mechanic, but it didn’t wind up working that well for me as a model for how translation works. For one thing, since the glyphs are completely nonrepresentational, the player has to choose blindly, which seems in tension with the way a translator has to weigh the choice of reducing an ambiguous word to just one specific correlate. For another, the shifts in the texts feel like they go beyond differences of interpretation or emphasis and into straight-out different meaning. Here, for example, are the three distinct possible ways the first record can be translated (with the caveat that they can be mixed and matched if you don’t click each glyph the same number of times):

"In the city after the war, there were flowers made of shrapnel. They stank like the smoke from the bombed buildings. I tried to pick up loose stars from the shards of city glass.

"In the city after the war, there were women who danced on blood. They swayed like the sausages left hanging in the butcher’s window. I fought to save our dog until my husband, spitting bile, grabbed my arm.

"In the city after the war, there were men who sang like bones. They forgot about the river with its bloated bodies. I could barely walk away from the library’s books, open and dead in the street, like shot doves."

These are all arresting images, but it’s hard to reverse-engineer a plausible language where the difference between “men”, “women”, and “flowers” is hard to resolve, much less the highly-divergent last sentence. I don’t want to harp on this too much, since the game is clearly focused on communicating its mood and themes, rather than providing a simulation of what it’s like to translate a dead language – but it did feel like a misalignment between the game’s fiction and its ludic elements.

Beyond this fairly abstract niggle, though, I for once don’t have much to complain about here; I didn’t exactly enjoy my time spent wallowing in the bitter, fading memories of the citizens of now-vanished Asemia, but by displacing some of the stressful things going on in real life right now into a fictional context, it was very much cathartic for me. Recommended, but maybe don’t go doomscrolling on Twitter right after you finish.

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Hinterlands: Marooned!, by Cody Gaisser

1 of 1 people found the following review helpful:
Live. Die. Repeat., June 14, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

Has an IF sub-genre ever gone from the ridiculous to the sublime to the ridiculous as efficiently as the one-move game? To my knowledge Pick Up the Phone Booth and Die inaugurated it, efficiently combining its title, walkthrough, and single joke into one. There things could have languished but for Sam Barlow’ Aisle, which crammed a short story into its compact runtime, letting the player explore radically different aspects of a quotidian situation depending on where they directed their attention and efforts. The baton was quickly picked up – by Pick Up the Phone Booth and Aisle, which doubled down on the in-jokes.

This focus on comedy makes sense, though – with only one move there’s not much space to create character arcs or a deep, well-realized world, so a gag-generating jack-in-the-box is a worthy structure. And this is the structure Hinterlands: Marooned adopts. After a well-done intro bottom-lines your predicament – you’re an alien astronaut crash-landed on a wild planet and washed up on an isolated island – you have the leisure to examine your nearly-bare surroundings, which consist primarily of something with a made-up sci-fi name with an apostrophe. Then once you do pretty much anything other than look or examine, the game ends and you can try something different.

I’m being vague here since this is a one-joke game and spoiling the joke means spoiling the game. Before I retreat behind fuzzy-text, though, I’ll say that I think Marooned pretty much does what it sets out to do, but what it sets out to do doesn’t fully leverage the format. One part of success at a one-move game is deep implementation, which the game does well on – beyond most objects having parts and subparts and a large number of game-ending actions being recognized, the bits that made me laugh the most weren’t the main joke but the responses to more random commands:

">dig
Crazy, Daddy-O!"

The other part, though, is presenting a candy-box of variety, delighting the player with unexpected outcomes and novel responses to their one-and-done actions. Here, everything pretty much plays out as a slight variation on a single note, and while the different endings are inventive and well-written (albeit less PG-rated than I would have preferred), they’re much of a muchness. So depending on the degree to which you wind up enjoying the single flavor on offer, this might be more of a five-minute game than a twenty minute one.

OK, spoilers to wrap up:

(Spoiler - click to show)So the unpronounceable thing on the island with you is a monster (happily, the parser allows you to refer to it as such rather than typing out the full thing each time). It’s an impressively-detailed and ghoulishly-described monster, with all sorts of ways to fold, spindle, and mutilate your hapless spaceman as you try to escape and/or fight back. There’s an impressive array of stuff you can try – beyond simply attacking the creature, you can try to tie its tentacles into knots, pry under its exoskeletal armor, poke at its eye, and seal closed its acid-snorting snout, to say nothing of various more friendly and/or amorous approaches you can make to the thing, or attempting to flee. But of course all that ever happens is you got spattered like a blood-filled water balloon.

I can see the right kind of player getting a charge of anarchic glee at ticking off all the different ways to die, as they’re as lovingly described as a gore-filled Heavy Metal cartoon. I have to admit this isn’t me, though, and beyond that I felt like there was a dearth of non-attacking stuff to try, so after the first fifteen minutes I felt less like I was joyfully experimenting and more that I was lawnmowering through all the different parts of the monster to try to thwack. That’s mostly on me for letting the joke outstay its welcome, though.

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Baby on Board, by Eric Zinda

3 of 3 people found the following review helpful:
Underimplemented, awkward, and confusing, June 14, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

Baby on Board’s blurb foregrounds what sounds like a cool idea – its Perplexity engine aims to create parser games playable entirely via a voice interface, which could be a step forward on accessibility for visually-impaired folks and others for whom manual entry of text isn’t easy. As I’ve mentioned in other reviews, though, right now my circumstances are such that typing is way easier than listening to audio and/or talking to my computer, meaning I played it entirely in the traditional way. And experienced as a regular piece of parser IF, unfortunately there’s not a lot that feels new or interesting about the game, both because of awkwardness in its implementation and sketchiness in its design.

Starting with the second part first, the premise here does seem fun, and as the parent of a young kid, relatable – you’re tasked with getting a baby to daycare (you’re sometimes told it’s preschool, but as the tot isn’t talking yet that’s probably not right), and given the tendency of small children to cause chaos, I could see the story proceeding in a farcical direction. From the get-go, though, things are sufficiently vague that I wasn’t sure what I was getting into. For one thing, you start the game outside the house of someone named Rosa, with her car in the driveway; when you go in she greets you, tells you to do a good job with the drop-off, and leaves. Is the baby ours? Is Rosa our current or former partner? Is this even our house? None of this is explained, and while I guess you don’t need that detail, it feels decidedly odd to be missing these basic pieces of context.

I stayed befuddled through the rest of the game’s running time. Rosa appears to be an inventor, so after scooping up the baby (disappointed to learn that I couldn’t KISS BABY), his diaper bag, and his favorite binky, I also made my way into her workshop, and found a mysterious tent that, after I futzed around with it some, turned out to be a teleporter that took me back to the driveway. Figuring I had what I needed, I loaded into the car, but when I started it it told me it couldn’t leave until I locked up the house (it’s some kind of self-driving smartcar).

After dutifully heading back in to close all the doors, I tried again, only to find that the car had somehow gone missing. Guessing this is what the teleporter was supposed to be for, I used the tent again and found the car was now in an empty lot somewhere, with the narration telling me that the thief (what thief?) must have abandoned it. Then I drove to daycare, dropped off the baby, and the game ended. I got a perfect score so I don’t think I missed anything, but as a story this is deeply unsatisfying – there must have been some excitement with that thief, but I missed all of it – and as a puzzle-solving experience, all I had to do was unlock a bunch of doors and figure out how a very simple device worked.

If this had been all there was to Baby on Board, I’d be chalking it up to a simple, inoffensive test-bed that doesn’t make the most of its premise. Unfortunately, technical issue with the game and its parser engine made this whole experience anything but simple. First, the Windows installer took about ten minutes to load, without displaying a status bar or pop-up window indicating that it was still working. Once that hurdle was done, the game started up easily enough, but there was a noticeable lag any time I typed in any input – possibly this was because it was reading out the responses to my actions, but I couldn’t find a way to mute itself and speed things up.

Most annoyingly, the engine purports to implement a natural language approach that eschews the traditional shortcuts of parser IF. At this point I realized that Perplexity was the same engine used in Kidney Kwest in last year’s IF Comp – I’d struggled with its idiosyncrasies then, and while it felt a tiny bit smoother this time, I continue to think this approach is really awkward and likely to be less accessible for newcomers to IF and those trying to play by voice. For one thing, it’s inconsistent about understanding commands where “the” is omitted – sometimes it’ll automatically fill that in, but in the tutorial, UNLOCK DOOR simply failed where UNLOCK THE DOOR allowed me to progress. The system’s rules for providing detail about objects are also incredibly mechanical. I usually type X ME as one of the first things I do in a game, to get a sense of who I’m meant to be playing. Here’s what BOB gave me:

"You is a person, a physical object, a place, a thing, and an animal. It also has a hand, a hand, a backside."

Attempts to learn more about Rosa, the baby, or her house and belongings, were similarly cut short by the parser’s overliteral way of conveying information. There also appear to be some bugs – at one point I tried to leave the tent by typing GET OUT and received an incomprehensible string of letters and punctuation in reply.

Making parser IF easier to get into is God’s work, of course – for this particular genre to survive, it needs to get more accessible. And while there are lots of folks who’ve tried to do that within the confines of the existing authoring tools by adding tutorials or other player-friendly shortcuts, there’s definitely room to think about more outside-the-box approaches like voice interfaces and natural language processing. Sadly though, I don’t think Baby on Board takes any real steps forward on those fronts, and even qua game it’s a pretty bare-bones affair.

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Ma Tiger's Terrible Trip, by Travis Moy

1 of 1 people found the following review helpful:
An intriguing multiplayer test-bed, June 14, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

What with parenting a teething baby whose sleep schedule is as high-stakes as it is random, my life right now is not especially conducive to planning leisure activities, which made it a close-run thing whether I was going to get to play this multiplayer Twine game before the festival closed (I made a joke in the IntFic matchmaking thread that regardless of the merits of Ma Tiger’s Terrible Trip by Travis Moy, Trying to Play “Ma Tiger’s Terrible Trip by Travis Moy” by Travis Moy was unconventionally-paced yet incredibly suspenseful – and yes, I’m reduced to recycling my own jokes).

Happily, I was able to connect with another player and got to enjoy two run-throughs of the game, which isn’t like any other IF I’ve played. It has some similarities with the multiplayer game in last year’s IFComp, Last Night of Alexisgrad, true, including an asymmetric structure that gives you a choice of character up front – you pick which of the eponymous Ma Tiger’s foster children, dutiful son and EMT Jekusheke or prodigal daughter with dark secrets Ebiashe, tickles your fancy. But while that game required swapping codes with your partner after each choice, which could be a little cumbersome, Ma Tiger integrates everything smoothly, so that after one person pastes in a code to join the hosted game, play is seamless with only the occasional “waiting” prompt indicating that your partner needs to make a choice before you can proceed (I only saw these rarely, and just for a short time, indicating a lot of care went into minimizing any differences in length of text between the two perspectives). The game is also pitched cooperatively, which I enjoyed more than Alexisgrad’s competitive approach – sure, the two siblings haven’t seen each other in a long time so there’s the opportunity for some conflict, but mostly I was able to focus on playing my character collaboratively, rather than jockey for advantage.

There’s also a timed mechanic on offer – at the climax of the story, you’re thrust into a quick-moving situation where you only have thirty or sixty seconds to make a choice. This adds some nice pressure to proceedings and underlines the gravity of the situation, without being overly-taxing on the reflexes (I was usually able to pick a solid choice after four or five seconds, so even though I’m a fast reader I think most players should do fine).

For all its gameplay innovations, though – and to be clear, they’re real and they’re compelling – MTTT does play like a proof of concept. Don’t get me wrong, the writing is good, setting a fun cyberpunk-noir vibe from the get-go:

"Her car is ancient, one of the models from before electronics crept into every nook and cranny… She’s ditched her phone, too, left it with a friend back home. If she dozes off and wheels off the road, drives into a ditch or overturns herself on a rock, nobody will know and nobody will come. No. It’s not dangerous; the roads are straight and empty, and the terror of isolation only that, terror. Soon she’ll have real danger to deal with. The problems of running from your past. Or, perhaps, the problems of facing up to it."

There’s also some nicely understated world- and character-building, with moused-over phrases providing a bit of perspective or context from your chosen viewpoint character. And the initial segment of verbal jousting is well-realized; while it seems to more or less wind up in the same place every time, and you need to stick to the overall personality of the character you’re playing, there are interesting choices that feel impactful along the way, like how much to share when catching up with your long-lost sibling.

But after this sequence, you’re thrust into the timed bit, where it feels like the asymmetry between the two characters leaves one with much more interesting stuff to do, and more impactful choices to make, than the other (that character also has more going on in their backstory, and better insight into the mystery of what’s going on with Ma). The denouement also feels a bit rushed, with all the big plot revelations bottom-lined into two paragraphs rather than coming out in dialogue, and one of the big variables in that timed section (Spoiler - click to show)(whether or not you’re able to save Ma’s dog, King) not even mentioned in either of my playthroughs.

Those critiques boil down to saying I wanted more, though – per the author’s note, this was all pulled together in a month, which is seriously impressive for pioneering a brand-new model of IF and having some solid character and gameplay work in there besides. As it stands, MTTT’s formal innovations are its most engaging features, but I can see the technical and design framework it showcases becoming a launchpad for more robust, fleshed-out games to come, which is an exciting prospect indeed.

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Sweetpea, by Sophia de Augustine

6 of 6 people found the following review helpful:
Bad dad, June 14, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

I’ve always thought that it must be really tricky to write in the gothic mode. Play it too straight, and you get a standard horror story where everybody’s wearing a costume for some reason. Steer too much the other way, and you get Gary Oldman vamping “I never drink… vine” in Francis Ford Coppola’s Dracula (let me be clear: this movie is completely dumb and I love it to pieces). Success means keeping the balance between the extremes, but a plodding, boring stability won’t work: to truly be gothic, a work needs to go all out, constantly teetering at the edge of going too far.

Sweetpea takes on this challenge, though, and makes it look easy – its lush, hothouse prose is deliciously creepy and deliciously engaging, keeping me at the edge of my seat from the story’s grabby beginning through its many twists and turns. The plot is fun, and interactivity is cannily deployed to heighten player engagement through what eventually reveals itself to be a linear story. But it’s the writing that’s the real star of the show. Consider that opening, as the teenaged protagonist looks down at the figure – possibly her father, possibly an uncanny doppelganger – suing for entrance into her home in the middle of the night:

"You aren’t too high off of the ground, and with the full moon smiling above clouds scudding lowly over the rolling hills, there should be enough light to catch off of his hair, to illuminate his face."

Then upon considering opening the window to call out:

"Should you? The glass squeaks beneath your touch, dribbles of icy condensation slicking the inside of your wrist as the pane warms with your body heat. If you yell loudly enough, he should be able to hear you."

This just works – there are lots of adjectives and lots of clauses, stretching the sentences to a languorous span, and each is chosen with a careful eye to its sensual appeal. The plot tropes also hit the right notes: the protagonist is a sheltered adolescent, used to being left alone in a genre-appropriate big house by her often-absent, eccentric father (who, we’re told “doesn’t talk to you about his experiments”, and by the way, happens to do a lot of laundry).

There’s a lot that’s only alluded to, or conveyed only by implication – the creepiest bit of the game is how casually the narrator begins mentioning her friend Michael (Spoiler - click to show)(while apparently friendly, he’s an archangel portrayed with some fidelity to medieval traditions, with multiple shifting eyes and rainbow coloring, which is eerie as all get-out). There are some flat-out scary set-pieces too, like the two encounters with the maybe-father, which I won’t spoil in detail.

The player has a good number of choices throughout, whether through inline links that allow you to dig deeper into the protagonist’s perceptions or memories, or end-of-passage boxed options that allow you to pick dialogue, or decide which parts of the house to visit. You don’t have total freedom, and some of the protagonist’s choices felt off-kilter to me – she seems to rush into thinking there’s something wrong with her maybe-father very quickly, but at the same time thinks nothing of taking a nap with his identity still unresolved – but this helps underline that she’s probably not traditionally sane.

There was one place, though, where it seemed like game’s logic got a little tripped up – my second visit to the father’s study had a description that didn’t seem to acknowledge I’d already been there and knew it was empty. I also wound up thinking the story could have been either slightly tightened or slightly extended; after a long sequence wrapping up the initial situation, there’s a short, hallucinatory interlude before a quick finale. The interlude felt like it ended just as I was starting to settle into, though, so I think the pacing would have worked better if it had either had room to establish a new status quo, or had been bottom-lined in order to get to the final conflict more quickly.

Hopefully it’s clear these are very minor critiques of a self-assured, effective debut game. Sweetpea sets and sustains a goosebumping, creepy-crawly mood, and leaves enough mysteries enticingly unplumbed – how does the protagonist know Michael? What’s the deal with the paintings? What happened to her mother? – to keep it running through my head even a couple of days after I played it. It’s a tense, well-written pleasure.

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The Legend of Horse Girl, by Bitter Karella

3 of 3 people found the following review helpful:
Weird Western puzzler, June 14, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

Confession time: I recognize that there’s some real heft to the complaint, stated forcefully by A Single Ouroboros Scale and by many other games and folks too, that the IF community is too enamored of jokey puzzley medium-dry-goods parser games, and there’s more thematic, literary, and even systemic development happening in other parts of the scene. But – of course there was a but coming – I’d humbly submit that the proper level of enamor-ness for such things is definitely nonzero, because when I come across a game like The Legend of Horse Girl, part of my brain recognizes that this is all just USE OBJECT A ON BARRIER B stuff wrapped up in joke-a-minute delivery, but the rest of said brain is having enough fun not to care.

It helps that the setting here is a weird west that takes advantage of the familiar tropes to deliver some clever satire while also putting a distinctively gothic, genderpunk twist on proceedings. My notes file is filled up with little copy-and-pasted bon mots, from the way you go up against twin baddies, Butch McCreedy and his sibling Femme McCreedy, to the snake-oil salesman’s patter noting that his product is sovereign against ills including “juggler’s despair”, to the just-slipped-in-there detail that the bartender is “a tall slender woman with hands like enormous spiders.” The numerous characters are a joy to interact with, and while a simple TALK TO command gives you everything you need to know, they’ve got lots of additional fun dialogue if you try to ASK ABOUT different stuff. Add in a big-bad who’s got enough legally savvy to ensure his “can’t be killed by any man of woman born” deal-with-the-devil has a definitions clause to take care of women and non-binary people too, and you have a funny, self-aware game that kept me smiling through its one hour playtime.

The puzzles are also calculated to delight. There’s a reasonable degree of openness to explore the medium-sized setting and poke at the various puzzles, though they’re mostly arranged in a chain. At any point in time you’ll only have a few options for things to do and a modestly-sized inventory of one-use items, which means that the momentum generally stays high. Some of the challenges are reasonably familiar – you’ll need to gather three ingredients for a noxious, alcoholic brew in order to win a drinking contest, which makes for a straightforward scavenger hunt – while others are more esoteric (it’s heavily clued that you need a bezoar to win said contest, but the process for getting one is pretty obscure). While I did get stuck on that last puzzle, which I think did need better signposting, for the most part the game really nails the balance between being easy enough to allow for quick progress, but tricky enough that the player feels clever for figuring out what to do next.

The one thing holding LHG back is that it could use just a bit more tightening and bug-fixing. While I didn’t hit any game-breakers, there were enough things in need of polishing to make me hope for a post-festival release. Sometimes commands didn’t lead to any response, just spitting out a blank command prompt (LISTENing in the plaza, DRINK CACTUS); a significant weapon was missing a description, and some parser fussiness led to this who’s-on-first moment:

SAW BOARDS
What do you want to saw the boarded-up door with?

SAW
What do you want to saw?

BOARDS
What do you want to saw the boarded-up door with?

And one last nitpick: my Californian pride requires me to note that the town should probably be San Diablo, not Santa. But while these niggles made my playthrough a little rougher than I wanted it to be, they didn’t stand in the way of enjoying the heck out of this game – sure, it’s relatively straightforward IF, but there’s nothing plain-vanilla about Legend of Horse Girl.

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Super Mega Tournament Arc!, by groggydog

2 of 2 people found the following review helpful:
Sometimes more is less, June 14, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

Folks remember Indigo Prophecy, right? It was Quantic Dream’s breakthrough game, a studio which later gained even more attention for Heavy Rain, Detroit: Become Human, and Being a Complete Garbage Fire of a Workplace. But going back to the beginning, Indigo Prophecy was cool because it immersed the player in an immediately-gripping mystery, with your protagonist waking up from a dissociative event to realize they’d just murdered someone; starting from your desperate attempts to cover your tracks, the story allowed you to slowly peel back the layers of a sinister conspiracy, with clues to the true nature of what was going on always remaining elusively out of reach.

Then you got to the midpoint of the game, the developers ran out of money and/or ideas, and the back half of the narrative saw your everyman protagonist develop superpowers and win a three-way kung-fu struggle against a Mayan human-sacrifice cult and the physical personification of the internet.

Even leaving aside the let’s-just-say-problematic elements here, a fundamental problem is that nobody who enjoyed the low-key, street-level mystery the opening promised wanted what the second half of the game was offering. Frustrating player’s expectations can lead to exciting twists if it’s done right, but yank the rug too much, and folks will check out even if the individual elements are sound, is the lesson.

The connection here is that while Super Mega Tournament Arc! seems to promise one kind of story, from its blurb, NES-style graphics, and enthusiastic title, it winds up delivering something quite different – actually, two or three things. And while there’s some good writing and individually engaging pieces, I felt like the whole was less than the sum of its parts; as the ending kept escalating and throwing more and more narrative shocks, I found myself wishing to rewind time and go back to when this was just the story of a simple gladiator-cyborg fighting their way to the top.

That opening part of the game is I think the most effective. It’s a little slow-paced, as the first-act training sequence stretches on for a while, but the storytelling is effective, as the backstory for your plucky fighter is gradually revealed, you pick practice options to determine your style in the ring (choosing between lawful, entrepreneurial, and individualistic – more or less relying on discipline, scrappiness, and defiance, respectively), and your lovable-stereotype trainer helps you figure out what’s what. True, there’s a jarring moment where a white-cloaked patron shows up and drops some mystery on you, as well as gifting you a weird death mask, but on the whole the sports-movie cliches hit their beats well. The prose here, and throughout the game, is solid, though never quite as over the top as the exclamation-marked title made me expect – I think it’s down to personal taste whether that’s a good thing or a bad thing, though I thought it fit the unexpectedly low-key vibe.

The second act sees you thrust into the arena, running through a series of fights against colorfully-costumed competitors. I don’t think it’s possible to lose, but each bout is dramatic, and escalates the challenge and the stakes; the exact approach you take to win also depends heavily on the choices you make during training, which gives the first act a pleasing retrospective weight. Again, it’s maybe a little long – six fights is a lot – but I was jazzed to see where the climax was headed.

The third act is where things went off the rails for me, though. I’m going to spoiler-block the specifics, but suffice to say the story makes a hard left into a very different genre. (Spoiler - click to show)Rather than a cyberpunk sports movie, it turns out you’re in a Norse-themed superhero one, as the patron uses magical artifacts of the Aesir to defeat the mob boss who organized the tournament, take their ring which is literally Draupnir from Norse myth, and then threatens to use it to bring about Ragnarok. The issues here aren’t confined to genre coherence, though: the mysterious patron also takes over the narrative, in the way that an annoying GMPC can sideline the player characters in a tabletop RPG session. There are also some fourth-wall-breaking shenanigans that similarly feel like they come out of nowhere in a game that hadn’t been especially meta to that point.

Eventually the good guys win, and the story gets around to circling back to the personal stakes that motivated your character to enter the arena at the first place, but by that point I had a hard time feeling engaged; I felt like the protagonist’s struggles, their relationship with their family, and the close dynamic they’d built with their trainer had been too thoroughly revealed as unimportant to what the story was actually about, so this was too little, too late. I’d definitely play enough game by this author because the fundamentals of each act are strong – to say nothing of the cool pixel art – I just hope they tone down their imagination next time and recognize when less is more!

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A Single Ouroboros Scale, by Naomi Norbez

3 of 3 people found the following review helpful:
On legacy, forgetting, and IF communities, June 14, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

Immediately after playing Hypercubic Time-Warp All-go-rhythmic Synchrony, I came across another game with challenging bleed-through between art and artist: A Single Ouroboros Scale is primarily an archive of the Jots (lightly-fictionalized tweets) of IF author Algie Freyir, who has many overt similarities to IF author Naomi Norbez (who goes by Bez), who wrote SOS. Fittingly for a protagonist named after the eponymous mouse in Flowers for Algernon, Algie’s latest Jots show him struggling with rapidly-decaying mental faculties, including a failing memory; per the author’s notes, this affliction is also affecting Bez, meaning that Algie’s desperate attempts to assess and even safeguard his legacy take on a terrifying, poignant power, since none of this is theoretical.

The frame here is reminiscent of that used in one of Bez’s previous games, the Dead Account – the protagonist is a nameless volunteer trying out for a place with an archiving project that’s maintaining a backup of the IF community’s Jots since the main site has closed down. Rather than preserving information, though, the project director – your potential boss – seems more intent on destroying it by imposing a significance test on posters, and deleting the Jots of those who fail it. The business of the game, then, has you reviewing 8 years of Algie’s Jots and then facing the binary choice of whether or not his account, which is framed as being low-rated, should be deleted.

This of course doesn’t make much logical sense – how does someone who believes in restrictive curation wind up in charge of an archiving project, especially when the deletion can save at most a few thousand words of text (he also misgenders Algie in the final sequence, cementing his status as a villain)? The stakes of this decision for the notional protagonist are also quite low – there’s a suggestion that joining the project will somewhat enhance their standing in the IF community, but that’s pretty thin gruel. But this setup is very effective as to Algie, as this record of his participation in the community is threatened with oblivion – and while in theory his games would survive on whatever the fictional IFDB analogue is, of course all we see of him are his Jots meaning the stakes feel total. And while it’s hard to imagine any good-faith player sincerely picking the “delete” option at the end, putting the player in a position to make such a decision works very well to implicate them in the processes by which the IF community determines who is and isn’t worthy of remembrance.

Overall though this layer is relatively thin, and the main action of the game involves reading, and reacting to, Algie’s Jots. And on these terms the game definitely needs to be judged a success, because I think most players will have many, strong reactions to the Jots. Many of them are very personal, charting Algie’s journey towards understanding and embracing his trans identity and falling away from his Christian faith. Descriptions of the games he’s working on, his influences, and artistic aspirations are also really compelling, enlivened by repeated allusions to two poems – an Emily Dickinson one about the miraculous and weighty responsibilities of being a flower, and one by Rebecca Elson about dark matter but also touching on death and the possibility of resurrection. And of course there are the heart-rending final ones charting Algie’s despair as his mind disintegrates. There are some good funny bits along the way, too, despite the darkness of the game’s progression – Algie’s response to folks telling him to stop talking about personal stuff so much is that he’s “gonna complain about parsers SO much and SO many of you are gonna be pissed,” which made me laugh.

The main subject, though, is the IF community, and the trajectory of Algie’s attitude towards it shifting from one of bright-eyed excitement at finding a set of fellow-artists and a potential audience for his writing, through gradual disillusionment as his games are ignored or met with patronizing uninterest from most of the community, through desperate, vituperative anger at the prospect that his work will be forgotten and these years of engagement will produce no legacy. From the specificity here, as well as the out-of-game author’s notes, it’s clear we’re meant to engage with these critiques not just according to the fictional frame where they chart out a tragic character arc, but also reflect on what they say about the real-world, Jot-free IF community.

This is an important goal, and I do think many of the criticisms land – and probably would land with even more force if I’d been around during the bad old days of the Twine Wars. Still, I think embedding them in the fictional construct of SOS undercuts the power of many of these arguments, and can make them sometimes frustrating. We’re only able to see one side of the conversations, and Algie’s complaints are sometimes vague and hard to connect with real-world people, incidents, and behaviors – this is understandable given the fictionalized, in-character nature of the Jots, as well as by a laudable desire not to call out specific people, but I found it put the arguments in something of an uncanny valley, too real to appreciate solely within the game’s made-up world but too far afield from reality to be conducive to concrete, specific action. For example, the project director’s dismissal of Algie, and folks working in hypertext in general, is really slippery:

"You know, keeping creators whose work are more relevant to the growth of the IF scene. Offshoots are ok, too experimental not as much. We’re also leaning more towards parsers, considering how important they are to the community, compared to the hypertext stuff going on outside of the main IF circles. Nothing against hypertext obviously, but I just haven’t seen much development there compared to parsers, and neither has the community."

“Growth”, “offshoots”, “too experimental”, “important”, “development” – these important words aren’t elaborated on or defined, nor am I finding it easy to map them to critical conversations I’ve personally seen. There’s also a Manichean view of the community as either “parser” or “hypertext/Twine”, which doesn’t take account of a contemporary scene where many players, and even authors, move between them – though much of this seems to me as about importing parser sensibilities into choice-based frameworks, which per SOS’s values might be seen as a colonizing or at least tokenizing development. And similarly, it’s hard not to see Algie’s blunt dismissal of parser games (“I don’t get it but you do you I guess? Like I said, never liked them very much… But you do you and I’ll do me”) as symmetric with the disinterest with which others greet his work – of course there’s nothing unfair about saying responsibilities look different for less marginalized vs. more marginalized members of a community, but this subtlety isn’t pulled out in the game.

Again, for a fictionalized polemic, this is completely understandable, even notwithstanding the constraining circumstances Bez’s medical condition has had on the game’s composition. And he’s also clear that these arguments can be taken in different ways, and is primarily focused on generating, rather than resolving, discussion – in the final notes, he says:

"The JAVP and Robert Evans’s vision/execution could be an “IF dystopia” as one beta tester put it, or an alternate future closer to our reality—up to you, but I do want to raise the question of how IF history is remembered/recorded."

I have to say, even after all these caveats, sometimes I did feel annoyed and thought SOS was taking some cheap shots. It’s hard to ignore the fact that I’m one of the cisgendered, straight, white, middle-aged, male parser authors who are the clearly-signposted bad guys here, so it is not entirely outside the realm of possibility that rather than being a completely disinterested and fair reader, my feeling that these critiques aren’t fully relevant and persuasive are biased by some defensiveness. I haven’t seen too many reviews of SOS out in the wild and the ones I have are generally from folks with backgrounds apparently similar to my own; I’m very eager to see what others coming at it from a different perspective might think of the game.

Wrapping up by going back to Algie, though, there’s definitely self-awareness and clarity on some of the tensions inherent to his desires, especially in the really well-written final sequence of Jots. Here he reflects on the contradiction that gives SOS its title:

"Does anybody ever die satisfied? I’m pretty sure no matter how successful you are or big you get, you got loose ends SOMEWHERE. And that’s kinda reassuring? But I also feel like I gotta die “right”/“well”, y’know? Which means seeking satisfaction there. But I won’t be satisfied. But I keep trying. Endless ouroboros.

"And I’lll be replaced. I know that. Once I stop making stuff or die somebody’s gonna pick up where I left off and take over. The internet’s full of people clamoring for attention on their work, including me. And I’m replaceable by any of them."

Both pieces of this are true; we all want to be remembered, and we’ll all be forgotten (though given society’s biases, some of us will have an easier time lasting longer in the memory than others). Finishing SOS, I thought about my twin sister, who died two years ago. Afterwards, the Department of Defense named a reasonably significant award after her (she helped run the military’s sexual assault prevention and response programs), and I felt pride that her memory will live on this way. But of course, in another ten years odds are nobody involved will have any idea who she is, and her name on the award won’t have any real meaning. And in another twenty, odds are that they’ll rename it again.

I also thought about a poll conducted in the UK 1929, about which authors would still be read a century hence, in 2029. Number one went to John Galsworthy, who’s now a footnote to history[1]; Virginia Woolf, EM Forster, and James Joyce were absent or near the bottom of the list.

What counts as enough of a legacy to be satisfied? And if the worm can eventually turn, who are the ones who are turning it? SOS doesn’t provide answers to any of this, but I’ll certainly remember it asking the questions.

1: He wrote the Forstye Saga, which as a person who’s read a lot of dead white males I only know because of a middling Masterpiece Theater adaptation from the early aughts.

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Hypercubic Time-Warp All-go-rhythmic Synchrony, by Ben Kidwell and Maevele Straw

4 of 4 people found the following review helpful:
Unsettling, June 13, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

Ooof. This is a tough one to get to grips with. Partially that’s down to the content of HTWAS: it’s a cut-up series of autobiographical vignettes mapped in achronological fashion upon a “hypercube”, which concern set theory, bipolar mania, creative partnerships, and a math-and-divination based project to facilitate universal love and cross-cultural understanding via ethereal communication with a Chinese pop star, all of which chaos is accessed via a parser interface with a minimal verb set whose only affordances are navigating the hypercube and combining objects that represent abstruse math concepts to form other, yet more abstruse ones (feel free to scatter parenthetical “?”s anywhere the previous sentence seems to be crying out for one).

The bigger barrier for me, though, is the opening text, where one of the co-authors says his relationship with the other co-author (which was also a romantic one, from the game’s context), has fallen apart after confessing to having sexual feelings for her teenaged son, who he’d apparently been a caregiver for over most of the previous decade. This is walked back almost immediately, but in a very vague way that indicates something significantly bad did occur:

"No, actually none of that was happening or going to happen, except the part where I, BenJen, am delusional and say horrible things to a teenager believing it will restructure the proton and give perpetual free energy via large cardinal embeddings, but actually I am just hurting the people I love, failing to manage my mental illness properly, and destroying my life and everything I have tried to do and be in the world."

This is of course something said in-game, and versions of both co-authors do exist in the story (which is similarly from the perspective of Ben), so it’s certainly possible that this declaration should be understood within the fiction of the game and doesn’t reflect actual events – as someone whose previous game was a memoir, I’m acutely aware that even in an explicitly autobiographical work there can be a significant difference between real events and what shows up in the game. But from playing through the game it certainly does not seem to boast much fictionalization; most events are low-key, quotidian ones depicting the co-author riding his bike around San Francisco, talking with his co-author about subjects including writing this game, and digging into his obsessive-seeming theories about what advanced math means about the nature of reality. Much of it’s also told in a writing style that I find really reminiscent of similar emails I’ve gotten from a bipolar friend of mine when he’s in a manic phase:

"The ball returns to your flippers and you shoot for an appealing target. The ball ricochets off the Communication Carousel and hits the Free Will Fork for a bonus. She continues, ‘Why is a Measurable cardinal special? If a measurable cardinal exists, it is the critical point of an embedding of the universe of sets to a transitive class, and the full universe of sets is larger and richer than L, the constructible universe. The existence of elementary embeddings depends on the self-reflectivity of the universe of sets, whether or not initial segments of the universe reflect properties of the whole. This is analogous to recursive self-containment of deities and universes and souls within the universes that contain the deity, as well as to the infinite mirroring of two minds communicating and modeling the other mind modeling the other modeling itself."

I don’t mean to be dismissive of what’s clearly a significant work, in terms of the effort it’s required and its significance to the co-author. And while it is very hard to make sense of much of the game – partially because I can’t follow the math, which might of course be perfectly comprehensible if you have the right background – there are some powerful moments in amongst the muddle. There’s a fantasy of playing the piano with great facility that’s counterposed with the lived reality of arthritis making such virtuosity out of reach, and conversations where the co-author shares his arguments with his partner but displays appealing self-awareness about the positive things he’s able to communicate but also the ways his enthusiasm or mania makes things more challenging for her. There’s interesting things to discuss about how the narrative – and the hypercube mapping – are constructed, as well as the binding mechanic and what it means in terms of the themes that emerge from exploration and the eventual option to “win” the game.

When I think about engaging with those things, though, I feel a coldness in the pit of my stomach, because it’s hard to treat HTWAS primarily as an aesthetic object when I can’t shake the idea that it’s the record of a person in the throes of a mental health crises who’s harmed themselves and others. It’s also unclear to me whether both co-authors agreed to put the game out in its current form, or if Ben has done so unilaterally after their relationship fractured. I’m not completely sure whether this is the right course of action for me, much less others, but I’ve decided to leave these notes on my reaction incomplete rather than doing a full review, and won’t be nominating it for ribbons. And I’ll also hope everyone involved with the game’s creation (especially the other co-author’s son) gets the help and support they need.

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Computerfriend, by Kit Riemer

7 of 7 people found the following review helpful:
Blisteringly powerful imagery, June 13, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

Computerfriend is hard to describe, but as I was searching for ways to communicate what it’s about, a shorthand popped into my mind and refused to leave: it’s Infinite Jest by way of Eliza. Despite how it sounds, this is not a stone-cold insult! What we’ve got here is a choice-based narrative, told in clever, literary prose, following a protagonist as they navigate their mental health issues in an alternate-history, mid-apocalyptic America (so far so Infinite Jest), which they do largely by engaging with a computerized therapist whose treatment strategies sometimes resemble madlibs (here’s the Eliza bit). It’s off-kilter and unsettling, with arresting images and meta jokes that are funny, but not just funny. Even though the ending I got didn’t quite feel of a piece with the rest of the story, I adored it anyway.

If I love a game it’s usually down at least partially to the writing, and Computerfriend is no exception. Here’s the first sentence:

"Six hundred wooden arms rise up on either side of the street black and warbling mirage in the terrible morning heat."

You had me at hello (the wooden arms are tree stumps: Computerfriend uses evocative language to describe the blasted pre-millennial environment of its setting, but it steers clear of surrealism). Here’s one more, from an early list running down some of the sensory input jangling into the protagonist’s overstimulated consciousness:

"3: The Constant Humming Of Air Conditioners Crouched Like Thieves On Open Windowsills"

Memorable images like this pop off the screen at regular intervals, grounding the reader in the protagonist’s intolerable status quo and providing a more than adequate rationale for them to be seeking refuge in the questionable bosom of a computerized psychiatrist. While the precise mental illness they’re dealing with isn’t spelled out – from a cursory knowledge of the medications you’re prescribed and a few of the therapeutic technics and analyses that get deployed, there’s at least anxiety and suicidal ideation – the protagonist’s experience of their life is assaultative and blanched of meaning all at once.

The game is structured around their repeated sessions with the eponymous program; after brief, conventionally choice-y segments laying out their daily life (mostly humdrum stuff around the house), you get a bit of therapy, then unwind by messing around on your computer. While even this last piece is interesting, including fun alternate-history headlines that relieve some of the misery of the rest of the game (“Jeff Bezos’s Grave Desecrated On Sixth Anniversary Of His Execution”; “Disgraced Magnate Donald Trump Attacked, Disfigured By Feral Ungulates At Cottagecore Animal Sanctuary”) and clever semi-interactive magic tricks that reinforce the idea that the computer is always ahead of the game, it’s the counseling where the game’s greatest heft lies.

The Computerfriend’s therapeutic persona makes for engaging play. All of its questions and statements are presented with a bit of an edge, and while it’s notionally trying to help you, it’s hard not to detect a whiff of the demonic in its approach. At first it primarily asks you simple biographical questions – some indicated by choice, others by typing in – and then spits out general platitudes that incorporate your replies in a cursory way (“I bet ‘writing’ is a great way to unwind”, it says, acknowledging your preferred hobby).

At first this is a dark joke, as the crappiness of the algorithm gives the lie to its claims of effectiveness. But the techniques quickly become more sophisticated, and the Computerfriend’s dialogue more naturalistic, sometimes in unsettling ways. Eventually it pushes you towards a breaking point, and possibly a breakthrough, and while writing an authentic catharsis is hard – much less writing psychiatric counseling that seems like it could prompt one – the author sticks the landing here, and I found the last therapy session really affecting, as the Computerfriend took on the protagonist’s anomie and proposed a postmodern, existentialist philosophy that could plausibly allow them to find meaning despite their emptiness, their loneliness, and the ruin of society.

Where the game didn’t stick the landing for me is in the actual ending I got (numbered 4 of 6, so there are others), which saw the protagonist fly away to an untouched wilderness and have a regenerative encounter with nature – this felt a bit too pat to me, and the pristine nature of the environment seemed at odds with everything I’d read about the chemical and biological ruin visited upon the U.S. It could be this is meant as a fantasy sequence, but even still, it didn’t feel all that connected to the choices I’d made through the course of the game (I should say, there are a lot of choices beyond the madlibs-y ones, largely around accepting, resisting, or reinterpreting the Computerfriend’s therapy).

Given the strength of the rest of the game, though, I found this too-pat ending easy enough to ignore, and after I’ve finished my reviews I’ll probably play again and see if I can find a different one that’s more fitting. And in the meantime, Computerfriend’s left me with enough indelible images that I won’t forget its dystopic, failed world – which is to say, our world – before I get back to it.

(Also, kaemi's review of this game is one of the best on this website; you should read it)

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Tours Roust Torus, by Andrew Schultz

3 of 3 people found the following review helpful:
Compelling man saga, June 13, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

I’ve played and enjoyed a bunch of Andrew Schultz’s recent games riffing on board games, but have to confess that I’ve often found it harder to get into his wordplay ones; something about the pig latin one from a year or two back especially managed to melt my brain, despite recognizing that there was quite a lot of care taken to provide hints, tutorials, and other support to invite the player in. So I turned to this game, which is clearly anagram-focused (it’s a sequel to some older games that apparently have a similar concept), with an eagerness not unalloyed with trepidation.

Turns out I needn’t have worried – while I definitely had a few moments of struggle, Tours Roast Torus is an approachable set of puzzles, boasting a well-tuned level of difficulty, a sufficiently fleet play time not to wear out the concept, and some optional tough-as-nails endgame challenges for those who didn’t break a sweat getting to the end (I mean, this wasn’t me but I assume someone out there got through the core puzzles, cracked their knuckles, and settled in to have some real fun). There’s a bit of a plot threaded through which connects to those earlier games, and while I didn’t have much context for all the proper nouns, the setup is clear enough: antsy after your accomplishments in the previous games, you set out to explore a mysterious tower found in the middle of the eponymous torus.

Said exploration consists of finding an anagram from the prompt given in the names of each location along the torus. There’s a clever trick here, which is that each puzzle involves a word that includes exactly two of each word it includes, so it can be decomposed into a pair of smaller anagrams which make up the prompt. So like the prompt could be something like “stake takes”, which you’d read and then come up with – nothing, because I’m much less clever than Schultz is, but let’s pretend “askettakes” is a word.

As is typically the case with anagrams, for about half of these I looked at them and got them near-immediately, and half of them left me completely baffled. This is where Schultz’s trademark player-friendliness comes in; there’ll usually be a gentle nudge somewhere in the location text prompting you towards the answer, and if that’s not enough, the protagonist has a set of tattoos that tell you how many letters you’ve got in the right place, allowing you to trial-and-error your way to success (there’s also an advanced setting for the tattoos that provides even more information, but I couldn’t figure out how they worked). They’re largely reasonable words, too: there was one exception where I thought “hey, is that really a word?” (Spoiler - click to show)(HAPPENCHANCE), but at the same time I got that one after only two or three guesses so I think it plays fair. And in case your brain is starting to get tired of anagrams, there’s a well-calculated change of pace for the penultimate puzzle since it uses an entirely different mechanic.

With all these supports, it took me about a half hour to play through the main puzzles and solve the first of the bonus challenges (entirely by luck, I have to add), and then I poked around the post-game options for a few more minutes, since those helpfully tell you what you missed and lay out some fun rejected puzzle options. I found a few technical niggles – some of the text for the advanced version of the tattoos came out a little garbled, and they seemed to get confused by the endgame bonus puzzles (details in the transcript). But it’s all solidly put together, and the whole package makes for a nice, concentrated burst of wordplay that just about any player can have some fun with.

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Roger's Day Off, by Sia See and Jkj Yuio

2 of 2 people found the following review helpful:
Friendly vibe, punishing puzzles, June 10, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

Roger’s Day Off wants to be a lark. A parser-choice hybrid, it has an entertainingly zany premise (use a time machine to do some historical tourism and collect a series of MacGuffins disguised as a tea service – the time machine is also a teapot, with a TARDISy bigger-on-the-inside thing going on) and puzzle-focused gameplay that doesn’t take its characters or situations too seriously. Add a fun authorial voice with some jokes that actually land – there’s a Cloak of Darkness riff that made me chuckle – and competently-done 3d images to liven things up, and you’d think it has all the ingredients it needs to realize its ambitions.

Sadly, though, I did not manage to have a good time with Roger’s Day Off. Some of this is due to awkwardness in the bespoke system, an underdeveloped world, and the way the heretofore-lackadaisical plot comes to the fore in the endgame. But largely it’s because the puzzles feel like they’re trying to check off as many of the crimes itemized in Ron Gilbert’s Why Adventure Games Suck essay as possible. There are instant deaths – including many puzzles that require dying to get the info you need to progress – puzzles that require out of game knowledge, and puzzles that seem to either throw logic out the window, or somehow invert it. Fortunately there are easily-accessible hints, and I can see a player getting some enjoyment out of the stronger parts of the game by using them early and often, but attempting to play the game straight was for me an exercise in frustration.

I’m going to be spoilery with examples of the kinds of puzzle shenanigans the game gets up to, so fair warning if despite everything you do want to try to flail your way through. Here are some of the worst offenders:

* At one point you meet a character – the concierge in a hotel – who asks your name. If you don’t lie and tell her your uncle’s name instead of your own, you’ll hit a game over (see, later on you find out she’s an undercover time police agent, and your time machine is registered under his name).
* Later on in that same 1920s sequence, there’s a drinking game where you need to maintain your faculties as long as possible and the solution is to drink the highest-alcohol stuff first, which is uh not my experience of how this works.
* Once you succeed in the drinking game, you make friends with a time criminal and have to try to get access to some contraband; you do this by suggesting he hide it anywhere except his boots (like, you need to click every other dialogue option and leave that one un-lawnmowered), and then he’ll hide it in his boots.
* Speaking of dialogue, almost the entire pirate ship sequence is a long conversation where just about every node has one good option and the rest instafail you, with no clear signposting on what strategies will work (OK, there’s one inventory puzzle that’s kind of fun).
* In the far future sequence, there’s a puzzle involving finding a FORTRAN bug – though at least the game has the courtesy to provide a link to a forum thread explaining the bug and providing the fix, making this puzzle either forbiddingly hard or completely trivial.

There are a few good puzzles in here – some inventory-based ones require you to do some present-day shopping and share the largesse with folks in history, which is entertaining. But for the most part it feels like progress requires either reading the authors’ minds or being OK with a whole whole lot of trial and error gameplay that’s at odds with the breezy vibe the game seems to be going for.

I found the game’s custom-designed system exacerbated these issues, since it’s fiddly enough to make repetition annoying. In principle I like hybrids between choice and parser approaches, since they can offer convenience and prompting via the choices while providing scope for exploration and surprise via the parser side of things. This one – dubbed “Strand” – mostly managed to do that, but there’s some sand in the gears. For one thing, the parser side of things feels underdeveloped, with very few pieces of scenery or places where poking around is rewarded, or even possible. On the flip side, though, most puzzles require typing commands that aren’t listed as options, so you can’t play just with the mouse. I also ran into some performance issues that slowed things down and made precise clicking harder, and had to manually scroll the game window down after most actions because the automatic scroll-down happened before the images loaded and pushed the last pieces of text off-screen.

All this frustration is a shame, because the range of settings provides some fun variety, and the gentle, idiosyncratically British humor on display in the opening is something I really enjoy (it’s in the same ballpark as Christopher Merriner’s games, which I love). Occasionally the it’s-all-just-a-laugh approach to worldbuilding feels a bit too slapdash – in the section where you travel to Assyria, which is basically ancient Iraq, you’re introduced to Sultana (erm) Nefertiti (double erm) who tasks you with killing a monster (erms again) who goes by Anubis (erm, hopefully not the real one?), and if forced to name a single element the disparate times and places have in common, I’d be hard-pressed to come up with something other than “ladies with pneumatic boobs” – but on the whole it’s pleasant to do some historical tourism and enjoy the jokes. If only the puzzles had been just as low-key!

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Wry, by Olaf Nowacki

3 of 3 people found the following review helpful:
A lightly-ribald farce, June 10, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

Well, this is a funny one – funny odd and funny ha-ha. The premise of this one-room-parser game is, uh, slightly novel: as an insurance agent making a sales call at the castle of an eligible Baroness, you’re ushered into a waiting room where you’re encouraged to poke around – a slightly-askew portrait is the clearest jumping-off point, but you’ve got several avenues open to you, most of them leading to escalating farce.

(Oh, I just got why it’s named Wry. Clever!)

Certain actions, some of them non-obvious, will increase your score. Most such actions also serve to increase the protagonist’s libido, again sometimes in non-obvious ways – for example, trying to leave the waiting room to explore the castle will provoke a daydream of wandering into the Baroness’s boudoir, winning you two points. After a decent interval passes, the game ends, and depending on your score you get one of three endings, ranging from a minimally-successful one where you land the insurance deal all the way up to one where the Baroness responds positively to your erotic revenues and you wind up staying for breakfast.

Per the author’s note this is in some way inspired by a sketch or sketches by a German comedian, but without direct experience of any antecedents I have to say this is a pretty bizarre setup. And while things are kept PG-13, it can also veer into slightly uncomfortable territory; part of the joke is that the protagonist is a ridiculous horndog, but it’s still a bit icky to see him drool over nude paparazzi snaps of the Baroness (on a third hand, she’s presumably the one who left these magazines in the waiting room, so I suppose we’re meant to see her as inviting the attention. And in the ending where she’s not into the protagonist, that’s the end of it; sexy-times only commence when she opens the door).

With those caveats, though, I’d say that if you’re able to buy into the premise, Wry is an energetic good time. The writing is enthusiastic and happily goes off the rails before bringing things back to earth – here’s the aforementioned finding-the-Baroness’s bedroom daydream:

"You’d love to have a look at the chateau… What if you happen to find the Baroness Valerie’s bedchamber? She may be in the process of changing clothes? Or she is still lying in her bed? Naked?!? And then she says, “Oh Jon, I’ve been waiting for you all this time! Won’t you keep me company?” with a suggestive smile on her lips. Then the fantasy is gone."

There’s also some nicely-choregraphed physical comedy if you take the game’s invitation to fiddle with the out-of-true painting. Things escalate nicely, and every action you take to try to recover the situation is both reasonable, nicely clued, and inevitably makes things even worse. My only complaint is that the game ends just as things are reaching a fever pitch – I wouldn’t have minded a few more turns for further chaos to be unleashed. Pacing is always a challenge in this kind of game, but the author handles it well here, and every time the game ended I was eager to try again until I got the last ending. Blessedly, you also don’t need to wring out every last point to see it; if you complete the main thread and also discover a few bonus interactions, you’re able to see the protagonist make his breakfast date, so it’s up to the player whether they’re inclined to revisit the game to try out more abstruse interactions.

“You’ll like this thing if it’s the sort of thing that you like” is the mealy-mouthiest of critical verdicts, but that’s pretty much where I’m at with Wry – I can understand why some folks might find it hard to get into. If you’re able to get over that hump (er), though, the game can very much be a treat: personally I enjoyed it, and it’s definitely a well-designed and entertainingly-written piece of work, even if it might make me look askance at the next insurance salesman I meet.

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The Bright Blue Ball, by Clary C.

1 of 1 people found the following review helpful:
Teaching a dog new tricks, June 10, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

Most of the Spring Thing games I’ve played so far have been relatively intense, so it was kind of nice to get another low-key entry after finished Orbital Decay. The Bright Blue Ball is a short, cute parser game pitched at IF beginners, and while its slightness, and slight wonkiness, means that it’s probably less suited for that purpose than other, more robust efforts to create a parser-IF gateway drug, nonetheless it’s a pleasant way to spend 15 minutes, with a few darker notes around the edges reinforcing how nice it can be to spend time in a safe place like this one.

Those darker notes are primarily about the situation that kicks off the action: this is the second Spring Thing game I’ve come across where you play a dog (the other of course being Custard and Mustard’s Big Adventure), and as the story opens you’re with your human “parents” as you flee your home due to a bombing alert – the resonance with the war in Ukraine seems entirely intentional. Thankfully, you quickly reach safety, but along the way you wind up losing your favorite toy, the eponymous ball, and the game consists of solving three or four small puzzles to retrieve it.

It’s always fun to play as an animal, and BBB does a good job of providing smell-centric descriptions and a robust SMELL command to allow for olfactory exploration. The protagonist’s canine nature also makes some traditional parser limitations more reasonable, like a one-item inventory limit that’s fair enough given that you have to carry things in your mouth. At the same time, I felt like the game sometimes didn’t go far enough to commit to its conceit: the first puzzle, for example, requires you to find a key and unlock a door, which is a good introduction to a common IF situation but makes for a bizarre mental image.

Speaking of the puzzles, they’re pretty much all of the medium-dry-goods variety, with one guess-the-action challenge thrown in on top. They’re all very heavily signposted, which is appropriate for the target audience, and feel satisfying to resolve. I did struggle for a bit with the first one, possibly due to some small bugs: I could smell something metallic in a table drawer, but after opening it the smell seemed to go away. I guessed that there was a key somewhere, which proved correct after I tried to TAKE KEY, but it hadn’t to that point showed up in the description of either the room, the table, or the drawer. Similarly, I was briefly stymied once I started wandering the city’s streets because one location had an unmentioned exit (for anyone else who hits a similar barrier: try going north). I also worried I’d made the game unwinnable when I solved the puzzles related to the little girl outside of the intended order, but despite the text seeming a little off-kilter it all eventually came right. As a final small niggle, X TABLE in the newsstand didn’t result in any output, indicating a missing description.

None of these bugs did much to impact my enjoyment – I usually wouldn’t list them all in a review, but since I don’t have a transcript I’m doing so in case it’s useful for the author. BBB is a fun, small game with a positive vibe that acknowledges that even when big scary things are happening in the world, small bits of kindness are important – maybe more important than ever (would that this message didn’t feel especially timely, given the state of the world). I enjoyed my time with the game, and would happily play (and test, if that’d be useful!) another game by the author.

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Orbital Decay, by Kayvan Sarikhani

1 of 1 people found the following review helpful:
Easygoing hard sci-fi, June 10, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

For all that its plot hinges on a lone astronaut’s attempt to escape a doomed space station before it falls out of the sky, Orbital Decay is a surprisingly low-key affair. This choice-based take on a classic premise is distinguished by steering more into real-world plausibility than is typical (given how grounded the game’s tech is, I was surprised to learn the space station was orbiting an alien planet), but also by simple puzzles and a willingness to back-burner the imminent threat when there’s an opportunity to poke around its well-realized setting. This winds up playing to the game’s strong research chops – it’s fun to explore the station and read the various infodumps on how it should be working – but means the stakes and challenge felt reasonably low throughout.

I got a lot of enjoyment out of the game’s accurate rendition of NASA bureaucratese. After some early hiccups – the writing in the opening starts out a bit too wide-eyed (“The celestial heaven - an immense sea of black and stars, almost as if the uncounted fiery eyes of the Gods themselves were peering through the darkness”) and then overcorrects towards an overly-abrupt style when laying out the inciting incident:

"As an astronaut assigned to the COL (Crewed Orbital Laboratory) Bowman, you’re currently conducting a spacewalk to repair a failing AE-35 unit.

"Swiftly and without warning, the Bowman is struck by space debris. You survive, but the impact sends you spiraling into the vastness. Suddenly, you feel a violent recoil and realize your tether has miraculously remained intact!"

But once you’re back aboard the station, things settle down, and as you work through the puzzles, you’re treated to stuff like this:

"You’ve opted for the CEVIS pre-breathing protocol; before you can begin suit preparation, you need to perform exercise on a stationary bike while pre-breathing pure oxygen and then slightly depressurize the airlock to 10.2psi."

Maybe I’m a strange person, but I really like this! It gives a nice, grainy texture that lends novelty to a fairly played-out scenario, and if it sometimes undercuts the gravity of the protagonist’s predicament, I think that’s an OK tradeoff. The downside of this highly-technical style is that it risks bewildering the player by expecting them to have the same facility with jargon as the protagonist, but Orbital Decay avoids this by keeping the puzzles and obstacles quite simple to work through. There’s a pleasingly complex protocol required to move through an airlock, for example, but all the player has to do is click a series of links in order and enjoy the technobabble the game spits out. Similarly, there are a lot of different gadgets and items to find, but they’re pretty much all floating around in corridors, and with no inventory limit it’s easy to just grab all of them and then choose the usually-obvious options to use them appropriately.

I sometimes got the sense that the author realized that they’d streamlined things quite a lot and tried to re-add some complexity. For example, at one point you need to do an EVA to enter a damaged portion of the station from the outside, and have to make it across the gap. You have a large number of options to try, from using a tether to anchor you as you jump to using a fire extinguisher as an improvised propellant, but since you’ll have almost certainly picked up a jetpack that’s specifically designed for these kinds of situations as you went through the airlock, you’ll obviously want to just use that. Similarly, one of the options you’re given as soon as the game starts, when you’re still floating out in space, is to remove your helmet. It fleshes out the list of choices, sure, but having a “shoot self in face” button doesn’t really improve interactivity or add difficulty.

Also on the negative side of the ledger, I did run into some technical niggles, including a soft state-reset where after pressurizing an airlock, my choice to look around before heading onward somehow depressurized the airlock and put me back in my suit. Some text that probably should only fire once – like the protagonist musing “where is everyone” upon seeing the empty crew hub – repeats whenever you backtrack. And played on a phone, there are some misalignment issues that meant that some lists wound up mismatched, making the last “puzzle” (you need to pick a landing point from a list that includes an assessment of how well-suited they’re likely to be) harder than it was intended – though again, it was probably intended to be too easy.

Would Orbital Decay be a stronger game if it was harder? I think in some sense yes, the version that has timers, inventory limits, and more challenging puzzles probably does a better job of realizing the premise. And the low-key vibe extends to the ending, which I found pretty anticlimactic. At the same time, I feel like I’ve played a million games milking drama and challenge out of escaping a crashing spaceship, so playing one that leans hard into nerdy technical detail, where it’s no big deal if I want to ride an exercise bike or rehydrate a burger mid-crisis, made for a nice change of pace.

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New Year's Eve, 2019, by Autumn Chen

5 of 5 people found the following review helpful:
Chilly but compelling, June 10, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

I don’t usually second-guess myself when I have a review that’s out of line from the main thrust of opinion on a game – different people are different, and having a variety of takes on a work I think is helpful for players and authors alike. At the same time, when I’m pretty much off on my one, and especially when I’ve got a more negative view than others have, it’s hard not to wonder whether the problem is me. And there’s probably no recent game where I’ve had more of these second thoughts than Autumn Chen’s previous game, A Paradox Between Worlds. While I admired the enormous amount of work that went into it, and found the character interactions at the heart of the game really well-drawn and engaging, the several metafictional layers atop that heart worked less well for me, and the Tumblr-mimicking gameplay which involved lots of highly-granular decisions felt exhausting. In the face of near-universal admiration for the game, though, I’ve gone back and wondered whether my lack of personal experience with the kind of fanfiction-focused communities it depicts led me to judge it unfairly, or if my real-life exhaustion (my son was about six weeks old when I played it) was what was actually making me feel tired.

The bad news is that NYE2019 doesn’t help me resolve that question; the good news is that that’s because it’s a much more focused piece that foregrounds the character work I’d already enjoyed in APBW, without any of the stuff that had turned me off. Add in a richly-detailed setting – the protagonist is part of a Chinese-American family at a party mainly attended by other Chinese Americans – and well-framed choices that create a high degree of responsivity and you’ve got a game that’s been a highlight of my festival so far.

The game opens with a bit of Tolstoy-biting – “every social gathering is horrific in its own way” – and mostly lives up to the melodramatic gauntlet it lays down. As Quiyi (or Karen), a college senior with social anxiety who’s suddenly thrust into proximity with a set of high-school friends and acquaintances she’s largely not seen for years – several of whom she used to crush on – not to mention the inherent awkwardness of being around a bunch of older adults who primarily see her as the child she used to be, the protagonist is facing landmines aplenty.

Fortunately, you’re given a lot of options to navigate this complex milieu. I’m not familiar with Dendry, but at least as the author has adapted it, the interface looks fairly ChoiceScript-y, but with the ability to scroll back up and reread recent passages and without the sometimes-intrusive stats. Your possible courses of action are well-framed, with a small bit of writing often providing a little bit of a preview for what might be in store. Here’s the opening set of choices for who you might want to hang out with or what you might want to do:

• Mom - She’s hanging around somewhere…
• Kevin Zhao - In the basement with the other kids.
• Wander around aimlessly - Keeping your head down…
• Food - The ever-inviting lure of snacks…
• Use your cellphone - First finding a safe location.
• Emily Chen - Sitting alone in an alcove…

The social interactions sometimes have fewer choices, and occasionally there’ll be a grayed-out choice that’s visible but unavailable, usually to denote that Quiyi’s social anxieties are constraining her, but even on a second playthrough I always felt like I had a lot of different ways to approach each situation. Despite all this freedom, though, the game actually has a tight structure – after a freeform opening, there’s a bottleneck as you sit down for dinner with the other young adults, leading to a nocturnal walk through the snow that may lead to a second open-ended section before things wrap up. It’s a canny framework, allowing for a lot of different paths through the story and making me feel like I was directing the story, while still making sure that there’s an overall shape to the narrative with a satisfying beginning, middle, and end regardless of what you choose.

Indeed, given the wealth of detail on offer, unlike the protagonist I had a lot of fun just exploring the party. I’ve been to a bunch of gatherings that aren’t too dissimilar in general dynamics from the one on offer here (though the specificity of this being a largely Chinese-American party was novel – I’m more familiar with being one of the token white guys at parties thrown by my Iranian-American wife’s family friends, or those of my South Asian- or Korean-American high school friends) and everything rings very true. The sequence where highly-educated lefties argue over the 2016 primary made me grind my teeth in just the way those actual conversations did, and on a more positive note the descriptions for the snacks were particularly good – the haw flakes sounded really appealing, and there’s some good character beats in just short asides on the presence of Lay’s potato chips on the food table:

"Anyway, these chips are for the kids, that is, you. Because the parents decided that ABC kids need their American snacks, or something like that. And well, you eat a bag full. Yeah."

Throughout, the writing is a significant strength, and while Quiyi’s narration is generally quite understated, this means there’s little distracting from the canny way particular details emerge into focus:

"You put on your jacket and your shoes. No one is watching you open the door. You leave. You’re free. It’s quiet. Snowflakes glisten in the air, shining under the streetlights. Your footprints defile the fresh snow."

My first time through the game, Quiyi mostly wandered around aimlessly, having a few haphazard stabs of conversation with her peers at dinner but otherwise spending time at the snack table, wandering aimlessly, and checking in with her (nice) mom and (standoffish) brother. Predictably, this led to an ending where her feelings of isolation and pre-post-college ennui didn’t move much over the course of the evening, even as it was clear there might have been other potential outcomes, or at least that other people were capable of achieving moments of connection. I though this late-game passage about her feelings of alienation and having let opportunities slip through her fingers making the inevitable let’s-all-take-a-bunch-of-photos-so-paste-on-a-smile phase of the evening all the worse:

"Someone takes a picture of Emily and Miri, smiling and hugging. You didn’t know they got along but somehow it makes you a little sad. Emily stops smiling for the photo with her parents. They don’t force her to smile. Come to think of it, you haven’t spoken to her dad all night, even though you worked with him before. Oh well."

It’s a flat recitation, but that gels with how I imagine she’d be retreating into numbness as a self-defense measure. I found a lot of pathos in this ending, as Quiyi’s failures felt like ones of imagination: as she wandered alone through the snow, she conjured up daydreams of difference sci-fi futures, but she can’t picture a conversation that goes well. If the story peters out rather than reaching catharsis, with her getting stuck in an extended moment of stasis despite her impending graduation, that’s fitting, and had its own kind of poignancy to me.

Except I should probably say my failures, rather than Quiyi’s, since this is only one branch the story can go down. My second play-through, I was able to help her to some moments of positive connection, including establishing a burgeoning romance with Emily. This set of scenes is also well-written – I found the awkward I-like-you conversation segueing into awkward but really amazing hand-holding very relatable, as well as the out-of-nowhere discussion of whether to have kids which is ridiculous for 22 year olds who haven’t even kissed yet to do, but seems completely plausible to me.

Ultimately though I liked my first playthrough better – there’s something inherently artificial about gameplay where you make the right choices and you get to date someone, and while there’s some funny lampshading of it, this plotline inevitably feels a bit more tropey and familiar than the one I first experienced. I’m not sure this is anything I would have picked up on if it had been the only narrative option on offer, though, so it’s more a matter of preference than an actual weakness.

My only real complaint here is that I think this branch might be too hard to get onto, at least on a first playthrough – having not played the prequel game, I hadn’t necessarily picked out Emily as a more significant character than say my mom, and since as far as I can tell opting to talk to her in the game’s first set of choices is necessary or at least very helpful for being able to strengthen the relationship later on. But playing as someone with social anxiety, first time around it made more sense to ease into the party by checking in with family, grabbing some food, etc., by which point I think that ship appears to have sailed.

I also have a note of caution. As I’ve been writing this review, I pulled the game up to double-check some stuff, and discovered that there’s a Status page that tells you how hungry or thirsty you are, your overall emotional state, and provides some background on the other characters that explains some stuff I had to dig to find out (like what’s the deal with your parents’ marriage) as well as displaying a numerical ranking for your relationships with each of them. I completely missed this when I played – I did so on my phone, which maybe made it harder to find some options – and while it the info it provides probably makes it easier to get together with Emily, honestly I’m kind of glad I didn’t know it was there, since the in-game exposition covers these bases in a considerably more deft way. So if you haven’t played the game, maybe steer clear of that page.

Anyway hopefully it’s clear that these are beyond niggly nits to pick. I’m really glad to have played New Year’s Eve 2019, and I’m glad I can now wholeheartedly jump on the Autumn Chen fanwagon.

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Abate: Hide Behind the Curtains, by Rohan

4 of 4 people found the following review helpful:
An obfuscated muddle, June 10, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

Dear reader, you don’t know me from Adam so you’re going to have to take my word for it, but: I am not especially easy to flummox. That sounds like a boast, and I suppose it is and there’s more boasting to come, but still, I’ve read Joyce and Woolf and Foster Wallace and had some struggles, sure, but modulo Finnegans Wake I feel like I understood and appreciated them. In undergrad I was able to keep straight the astrophysics, quantum mechanics, and advanced classical mechanics I was studying all at the same time, and did fine in law school even when having to unknot the trickiest problems of jurisdiction in my Fed Courts class. My favorite game in last year’s Spring Thing was Queenlash, which is like 80,000 words of superdense metaphor about Cleopatra.

So when I tell you that I spent my playthrough of Abate not having the first clue what on God’s green earth was going on, I hope you will give me the benefit of the doubt that it’s not because I’m just a big dummy easily confused by nonlinear storytelling. Like, I’m going to summarize the plot, and if you haven’t played it you’ll read the summary and think “oh, that’s not so bad, I kind of get it,” but trust me, no, you don’t.

There’s definitely something liberating about playing a game so free of the bounds of traditional narrative causality that it could serve as an interactive rebuttal to the post hoc ergo propter hoc logical fallacy, and I have to confess that like 25% of the bemused chuckles I emitted during my playthrough were prompted by the anarchic glee here on display. But it gets exhausting not being able to understand whether anything that’s happening is connected to any of the story’s previous events, or will lead to any coherent resolution in the future – especially where, as here, the prose doesn’t provide sufficient pop to serve as a throughline and the choice the center-align all the text makes reading a bit of a headache.

OK, here comes the summary so you can see what I mean: in this bespoke choice-based game, you play a student stuck in a Groundhog Day style time loop on the day of a big school celebration. There’s a lot of incident: your best friend is bent on confessing his love to the student council president, who in turn wants to buttonhole you to rope you into helping with the school activities. Meanwhile, you’re trying to avoid a frenemy who doesn’t realize that you’re the one who wrote the now-defunct cooking blog that’s inspired their own culinary efforts. Every once in a while, for reasons that remained obscure to me, everything blacks out and you confront the void – and a beyond-sketchy tempter figure whose proposed “you’ll just owe me one, it’ll be no biggie” deal seemed like an incredibly bad idea – and things reset, until they don’t.

Again, that sounds wacky but not too far outside the realm of comprehension, so I’ll provide a taste of what Abate is like. This is part of an embedded flashback where you reflect on how you met your best friend:

“'Why do you even space out so often?' Vysian would always ask you with confusion, and you would make something up but one day you decided that he deserves the answer – 'spices' you shout, 'I was thinking about the spices that adds the most value to boiled potatoes, I’m yet to find the one.' 'Onions' Vyusian assures, 'boiled potatoes taste the best with onions'. You felt a spark within your heart that could only be used to light up the dream that one day you may just find the one, and here it was, you rushed to your house, prepared the dish to your satisfaction and take a taste – 'this is indeed the one, my dream has been achieved.'"

There has been no groundwork previously laid for the main characters obsession with potatoes, and if you’d expect there to be some like acknowledgment that “onions” are not a spice, your expectations will go unfulfilled. It’s entertainingly zany to read a little bit of stuff like this, sure, but the whole game is this way, with characters running in and exclaiming about stuff that doesn’t seem to connect with anything else before moving on to the next thing. Eventually it ended, after I rejected the deal with the devil and then managed to unite my friend with his crush through the expedient of wandering randomly around the school unsure of what I was doing – so I think I won?

I unfortunately can’t say it was very satisfying, though; the lack of coherence meant that I felt little sense of agency, and the sheer randomness of everything that was happening meant I couldn’t find a consistent set of themes or ideas with which to engage. Maybe that’s the point, and it’s all meant to mirror the atomized, discombobulated nature of postmodern life – but even if that’s the case, more unified aesthetics and a few concessions to causality would probably have helped the argument land a bit better.

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Another Cabin In The Woods, by Quain Holtey

2 of 2 people found the following review helpful:
A downbeat musical, June 8, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

Based on the title, I went into Another Cabin in the Woods expecting a horror story – but while, per the author’s note, that was the initial conception of the game, what’s on offer here is an emotionally-charged reflection on long-buried family trauma. There are no monsters here, only poor communication skills, though man, the damage they can do is sometimes almost as bad.

(That last sentence is a paraphrased bit of Mountain Goats stage banter).

Speaking of musicians, this is an audio-rich game, with sound effects, a musical score, and even voice acting. This is fitting given the plot setup, which sees the protagonist visit her childhood home after the death of her mother in order to clean it out before it’s sold – the mother was a musician, and much of the first part of the game involves finding different sheets of music and playing them on the family piano to trigger flashbacks. I can’t speak to the substantial work that went into the audio side of things, as I played the game muted – my life circumstances right now don’t make it easy to play IF with sound on – but I suspect it will enrich the story.

That isn’t to say it doesn’t work well as a text-only work, though, since I enjoyed my time with the game. The cleaning conceit is a smart one, creating a rationale for the protagonist to poke around exploring the cabin and triggering different memories as they visit each space in turn. And the writing is good enough that even without the sound on, I got a sense of what emotion each musical work is meant to evoke:

"The piece starts so quickly, with note after note rushing by on both hands. Every so often there are moments of longer notes, but they are still peppered with rapid bursts of melody."

Throughout there’s a good eye for detail – the prose isn’t doing anything fancy, but again, it effectively communicates the mood of abandonment and decay:

"The smell of rotting food and animal leavings mixes into the air before you. Dishes piled high in the sink threaten to topple over and shatter. A crunch underfoot tells you some already have."

As for the story itself, it’s unsurprisingly downbeat, but it mostly earns its pathos honestly, I think, and keeps the melodrama under control for the most part. The family dynamics are depicted sensitively, with no one coming off perfectly well but nobody an irredeemable monster, either. I also enjoyed the distance provided between the protagonist’s point of view and those of the memories, which are from the perspective of the mother – the protagonist is regularly surprised to have remembered things differently or that her mother’s memories are often substantially more positive, which helps energize a story where almost all the important events happened well in the past.

While the writing for them was overall strong, there were a few design decisions about how the memories worked that I found created a little bit of friction. First, I think they would have been more effective if the flashbacks were parceled out one at a time, but for me and I suspect many other players, the most natural approach was to explore the cabin, find all the different pieces of music, and then play them at the piano all at once. Again, each piece of this is good but the pacing wound up feeling a bit back-loaded. There’s also a small puzzle that needs to be solved to reach the endgame that involves putting the different memories in chronological order, but while after reading each, I had a sense of how each fit with the others, but in the reassembly process they’re labeled not as “memory about the piano lesson” but as the less-descriptive “piece found in bedroom” which made the process harder.

These are small niggles, though, and besides the lack of spacing meaning I sometimes worried about mis-tapping, they’re pretty much the only negatives I found in the game. I was engaged with the story Another Cabin in the Woods was telling, despite its dark moments; the author mentioned this is only their second game and they’re already thinking of repurposing the initial horror hook for a subsequent game, so I’m looking forward to seeing more of their future work!

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Thin Walls, by Wynter

3 of 3 people found the following review helpful:
A house is not a home, June 8, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

I usually don’t like to look at other reviews of a game before I’ve written mine, but I’m going to bend that rule this time so I can check how many others managed to refrain from mentioning House of Leaves… OK, as of this writing there’s only one public review (Mathbrush’s), and yes, despite him not having read it, HoL still manages to get a namecheck. I’m a big fan of that book, and it deservedly is the first reference point when you see a house behaving the way the one in Thin Walls does – sprouting up new rooms as it starts to get full, lengthening hallways to stymie exploration, and responding to the worst instincts and desires of its inhabitants. But while the house in House of Leaves stands in relation to the individual – it’s the unconscious, a spur to knowledge and its negation – Thin Walls uses this malicious bit of architecture to take aim at society.

What we’ve got here is a multi-chapter Twine game where vignettes from the perspectives of the different inhabitants of a rooming-house alternate with a recurring, exploration-focused sequence where you can see the house changing and pick which resident to follow next. After a disorienting opening, it quickly becomes clear what unites all these stories: the anomie of modern life, and how communal living can paradoxically become isolating. The writing isn’t subtle, but it communicates its ideas well. Here’s a bit of description from the frame sequence:

"You are in a small bathroom. There is a toilet and washbasin, beside which four little soaps sit in separate containers, and four little hand towels hang on a rack and a radiator."

And a bit of reflection from one of the later stories:

"But when you move in with people and there is no relationship, any little tension becomes all that you know of them, it becomes all that they are. Just a paper doll with ‘Noisy’ or ‘Makes a Mess in the Bathroom’ written on it."

The way the house-metaphor expresses itself varies from chapter to chapter: in the most effective, it works to split up a couple who are having problems, creating space to isolate them and eventually putting up a wall between the two single beds they’d pushed together (again, the allegory is not exactly deeply obfuscated). In another, it ensures an Instagram-obsessed woman has a perfect, clean, white, sterile backdrop for all her photos. Another favorite sees a woman daydream about getting a boyfriend and moving in with him – but obsesses over the new space and the amazing furniture she’ll fill it with, until she loses track of the imaginary boyfriend and he abandons her.

By the end, I did find diminishing returns were starting to set in – the late chapter about the two housemates squabbling over who was eating the other’s cereal and making loud noises late at night reduces the house to an annoying prankster. I ran into a small bug where after I finished Chapter 4, a bit of Chapter 3 popped back up until it ended again (EDIT: I am unobservant, this is intended per the author’s reply below). And the writing does occasionally get too on the nose – at one point the Instagram lady says:

"My photos were my defence against the world, my pretence that all was well in this house."

But overall Thin Walls did a good job of keeping me engaged, and at the close of each vignette I was always eager to return to the free exploration sequence and see what had changed, who had moved in, and check whether the cupboard under the stairs had become unlocked, or the mysterious landlord who lives at the top of the house had come home yet. And the ending sequence is a return to form, with the house’s transformations becoming more and more kinetic and the social world of the house becoming unmoored and kaleidoscopic (though as involved as I was trying to solve the mystery of the house, I was also puzzled by why all the music at the climactic party was from the mid-aughts – I don’t think it’s meant to be a flashback!) It’s definitely worth the playthrough, and not just to get another menacing metaphysical house in the mental toolbox to sit alongside the house on Ash Tree Lane.

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Half-Alive, by Bellamy Briks
A YA take on Dante, June 8, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

A couple of years ago I read this incredibly long analysis of the Mass Effect trilogy (ah, the things I had time for before I was a parent!) which sketched out a distinction between fiction that’s detail-first and fiction that’s drama-first. The idea is that detail-first fiction, especially in the genre space, is all about worldbuilding, consistency, and verisimilitude, even at the expense of a good story; drama-first works can have a complex setting, but the rules are much less important than serving the emotional beats of the story and making sure that there’s always something exciting happening and the stakes just keep going up and up. This isn’t a framework I find myself thinking about all that much – most things are somewhere in the middle, of course – but I think it’s really helpful for conceptualizing my response to Half-Alive, which I enjoyed even though the twists and turns of its plot had the detail-first part of my brain blowing a gasket.

What we’ve got here is a teenaged riff on the Underworld narrative, with Inferno-y bits – there are layers! There’s a guide! – and an Orpheus-y motivation – reclaim the missing part of your brother’s soul from the demon-thing that snatched it. The protagonist is Kendall, a 17-year-old girl with awful, broken-up parents who shoulders more responsibility than she should have to, and her interplay with her brother and Wyatt, the guide character, is enjoyable to read because she comes off as a classic hero. Indeed, Half-Alive does a good job of deploying the iconic elements of the journey, down to her weapon of choice – an ax – becoming a heroic attribute.

There’s enough that’s distinctive to keep it from feeling like a retread, though. This particular layer of the underworld is mostly populated by children, for one thing – some are ambivalent characters, but many are so-called “ringleaders”, who direct the weaker-willed kids and are bent on stealing the name and vitality from these living visitors to win the chance to return to the world above, but play fair if bested in a game of riddles.

The stories of many of these kids, including Wyatt, are counterposed with Kenny’s journey, and it’s here that I most struggled with the game. The characters you encounter are drawn from different times and places – though I believe they’re all American – and even allowing for their modern locution as a forgivable concession for both reader and author, the vignettes are full of anachronisms and wild plot twists. There’s a pair of twins who were born in the 18th century; their backstory is that they were abandoned in a dumpster, then fell in with a traveling circus that toured the country complete with an elephant. Another character’s story is a riff on the child-gang bits of Oliver Twist, except he always wears a burlap sack for a mask – after he tries to betray the gang’s Fagin figure, the crime boss travels all the way to the west coast to make him sleep with the fishes, but is still nice enough to put up a gravestone with the kid’s name on it back home in New Jersey. The plan also hinges on a pocket recording device, despite the character having been born in the Great Depression.

This all makes for emotionally-charged, dramatic reading, but at the same time there’s a cost to playing so fast and loose with plausibility. The trend isn’t restricted just to the flashbacks, either, with details changing or going unmentioned until just before they can land with the most impact: Kenny’s ax doesn’t work against the demon until suddenly it does; the demon has a staff that allows it to travel between worlds, but as soon as Kenny gets her hands on it we’re told it’s almost drained of its limited number of charges.

The prose is similarly highly emotional, but often a bit slippery on details. The town where the game starts is alternately called Millflower and Mayflower, and it changes its mind on whether Kenny’s brother was attacked by the demon minutes or hours after school ended. There’s a regular drifting of tenses from present to past and back. Sometimes these infelicities undermine the impact of the story:

"In a fit, Dad flips our living room couch to which my mom slaps him. Yelling vulgar insults at each other, he stuffs his hands in his jeans and then storms out."

More often, though, the exuberance of the writing was enough to carry me along. Here’s a bit that’s definitely overheated, but works much better:

"The chill would make you feel as if you landed in Antarctica and the dirty fog that invaded your lungs was so thick and heavy that you could barely breathe or see.

"On the wind, miscellaneous whispers and wails were being carried, filling their confused bodies with fear. Not to mention the overbearing smell of the area which stank of decaying flesh."

And like I said, despite noticing these weaknesses, I wasn’t too bothered by them once I tried to enter into the spirit of how Half-Alive was telling its story. It also really helps that the game side of things is well-designed and player-friendly. The opening About text nicely explains the length and overall structure of the piece, which is a helpful convenience in a longer game like this. While the focus is very much on the narrative, there are some significant choices to be made in navigating the afterlife, including the aforementioned riddles and also some timed challenges. Nothing’s especially hard, and you can easily rewind even if you do make a mistake, but the gameplay is all engaging enough, and works well as a pacing element to break up the talkier bits.

Playing Half-Alive can feel like being on a roller coaster curated for maximum thrills – if you’re worried about the plausibility of each swerve and scare, or annoyed because you could see the final twist coming a mile away, you’re missing the point. I wouldn’t want every game to be this way, of course, since pure emotion can get exhausting and I typically prefer a story with careful intellectual scaffolding supporting the drama. But for this game and this author, it works, and despite my caviling Half-Alive pulled me through with its energetic, iconic storytelling.

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Lady Thalia and the Rose of Rocroi, by E. Joyce and N. Cormier

4 of 4 people found the following review helpful:
Thief of hearts, June 8, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

Reader, let me level with you: I was in the bag for this game before I even clicked the word Start. The first Lady Thalia installment was a highlight of last year’s Spring Thing for me, with its zippy heists and even zippier repartee fine-tuned to delight. So how could more of the same be anything but lovely? True, sometimes a sequel brings diminishing returns, but given how much I’ve enjoyed pretty much everything by this pair of authors, the thought that 2 Lady 2 Thalia could be a disappointment never crossed my mind – as well it shouldn’t have done, because as I suspected, in this case even more of a good thing is even more of a good thing.

For those lucky souls who’ve yet to try one of these games – oh, how I envy you! – the protagonist is a former demimondaine who’s clawed her way into respectability by day, while slaking her thirst for objets d’art at night through her alter ego as Lady Thalia, gentlewoman thief. The first game, set in Jazz-Age London, saw her carry out a series of escalating thefts, thumbing her nose in the face of her arch-rival, Melpomene Williams of Scotland Yard.

While the setting and characters have immediate appeal, a big part of what made it so successful is the heist mechanics, which carry over to the sequel. There’s an initial phase where you case the joint, digging up information about security measures and alternate routes, via some hopefully-subtle poking around as well as a social engineering minigame that requires sussing out whether a particular mark is best approached in a friendly fashion, bowled over by the direct approach, or drawn out so they can vent their natural loquaciousness. Then it’s time for the operation itself, where you need to put you planning into practice and respond to the many curve-balls life, and the Yard/gendarmerie, throw your way. Finally, there’s a wrap-up where you receive a score rating the panache with which you pulled off the job. Sticking to this framework means there are some similarities between heists, sure, but it also means that each has its own narrative structure, with the methodical exploration-heavy investigation giving way to a puzzley heist and an improvisational exfiltration, and then the score helps motivate you to do as well (or better) next time.

Rose of Rocroi puts a few spins on this high-quality formula. You’re vacationing in Paris so the scenery is even better this time out (the authors wisely exercised restraint and kept the dialogue free of mais oui and zut alors! interjections, though there are fun references to Phantom of the Opera and Les Mis). You have a new candidate for nemesis, as you’re actually working with Mel to foil a chauvinistic French thief with a penchant for fancy-dress and a disrespect for fine art. And then – well, let me spoiler block this next bit: (Spoiler - click to show)in the most exciting alternate-protagonist twist since Halo 2, you actually play Mel in the investigative sections this time out!

These aren’t radical changes, but they’re enough to keep an already-great formula fresh. The writing draws you along on a paragraph by paragraph level – picking two examples from an endless candy box of bon mots:

"You are once again at a garden party (being wealthy seems to involve an almost intolerable amount of garden parties) and are just about to claim a headache and beg off when you overhear something that catches your attention."

And:

"You are Lady Thalia, and it is time to commit a crime. Well, a crime sanctioned by the police. Well, sanctioned by one policewoman who doesn’t have jurisdiction in this country. Not that any of that makes this any more or less illegal than what you typically get up to, anyway, but it is a change of pace."

Then the meaty crunch of each heist gives you something to sink your teeth into. None of the challenges are that hard, but they’re satisfying to work through, and the possibility of getting a perfect score is always there, urging you to pay attention and ensure Lady Thalia lives up to her reputation. And sitting above the episodic bouts of thievery, the overall plot, and more importantly, your relationship with Mel, provide a sense of progression through the game as a whole. It’s really smartly-designed stuff, and it makes the time playing this medium-length game feel like it just melts away.

Lest I be accused of a total lack of impartiality, I do have one and a half points of criticism to leaven all this praise. The half-point is that while the narrative nicely escalates into the finale, mechanically speaking the climactic heist didn’t feel more complex or challenging than the earlier ones, which was a small missed opportunity – but only a small one, given how much this last job gains in coolness from being set in Versailles. The full point, though, has to do with how the most important relationship in the game is handled: I’m speaking, of course, of the Mel/Thalia frenemy romance (alert a leather worker, I need to cram a third word into my portmanteau).

Look, obviously these two crazy kids are meant to be together. And obviously given the differences in where they’re each coming from, that shouldn’t be a cakewalk. The game does a good job of signaling that you need to need to walk a fine line to get the best ending with Mel – lean too much into the archnemesis side of things, and there’s no opportunity to make nice, while Mel justifiably views too-enthusiastic expressions of affection with suspicion. So in my playthrough, I aimed for varying moments of sharp-elbowed banter with heartfelt moments of vulnerability, hoping this changeup would melt Mel in her boots. Sadly, though, when the game listed my final scores, I did near-perfectly on the heists and investigation but only got a 4 out of 9 in my relationship with Mel. That’s all well and good, but when I went back and replayed, trying even harder to focus on getting this path right, I still got that same mediocre score.

It could be that I’m just not any good at this and I should stick with crime rather than romance (and in the game!) But from looking at the comprehensive walkthrough provided with the game, I feel like the requirements here might not be as elegantly signposted as most other mechanics in the game are. It seems as though rather than allowing you to succeed by balancing meaner and nicer options, instead at each decision point there’s a single correct answer you need to pick to optimize your score. From the way the narrative presented things, it wasn’t clear to me that this is how things were going to work, and sometimes the differences between choices were subtle enough (like the one offering three slightly-different ways of suggesting Mel work undercover) that I’m still not sure why one was correct and the others weren’t.

It feels unfair to harp on this, since – I can’t emphasize this enough – the game is deliriously fun to work through and even replay. But shipping Thalia and Mel is a hugely appealing element of the story, so it was a shame that it felt frustrating. Fortunately, I had no shame about stooping to the walkthrough to make sure that third time around was the charm for our mismatched leads. And here’s hoping that next year, there’s a third entry in the series waiting for us. Maybe a visit to the casinos of Monte Carlo is in order, or perhaps she’ll return home and try to swipe the Crown Jewels? Wherever she goes, I’ll be there, since I’m nowhere near done with Lady Thalia!

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Digit, by Joey Acrimonious

2 of 2 people found the following review helpful:
A sexy, well-written romance, June 8, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

In other reviews I’ve advanced the theory that one of the distinctive things about this era of IF is that the parser vs. choice dichotomy that loomed so large – and, er, acrimoniously – through the 2010s is starting to dissolve as authors who play, and sometimes make, both kinds of games experiment with ways to get the best of both worlds. Typically the way I’ve seen this play out is through choice-based games that implement parser-like navigation and a world model while filtering interaction through a set of always-available actions rather than bespoke choices. Digit represents the opposite approach – it’s a parser game with no puzzles and large chunks of text between actions, where almost all of the interactivity is embedded in the menu-based dialogue system.

This is a rather bloodless way to describe a sweet albeit graphically sexual (or maybe it’s the other way around?) story of two best friends visiting a street festival and learning more about each other than they’d bargained for. But I’m foregrounding structure because – well, it gives me a chance to expound a pet theory, but also because it’s helpful to let potential players know what to expect – choice-based mavens who typically shy from parser games I think would find Digit a gentle way to dip a toe (groan) into the pool, while parser boffins looking to juggle inventories and unlock every door they see should adjust their expectations. It’s also relevant to how I evaluated the game, though: viewed narrowly through the criteria I usually use for a parser game, it has some real negatives, but making a broader assessment these don’t matter so much compared to its strengths in what it’s actually trying to do.

To get those negatives out of the way quickly so I can focus on why I enjoyed Digit so much: yes, it’s largely on rails, with much of your keyboard input simply just hitting a button to get the next line onto the screen, up to and including the game typing in an action for you on occasion. In terms of interactivity, you can choose different dialogue options but the order doesn’t seem to matter so you can just lawnmower your way through. And it’s a bit underimplemented, without much scenery to explore, few synonyms for the objects, the world model not always matching the story (like a character still being present in a room after dialogue indicates she’s gone to the bathroom), actions that could have been implemented separately swept up into the general TALK TO command (e.g., there’s a point where you need to give a series of foods to your friend, but attempts to GIVE are unsuccessful), and a few small bugs like a cute sequence at a water fountain that you can repeat even after it’s fired.

If you want to get hung up on that stuff, I can’t stop you. Still, I think that would be missing the forest for the trees, because even if all you’re doing is typing TALK TO EVIE, picking an number, and bouncing the space bar a dozen or so times before going back to step one, nonetheless I think this is still a really good game, because it’s really well-written. The central element here is that the prose, while not at all showy, is really really good. Often in my IF reviews I note that a game has solid writing, which is to say, it’s fine, it gets the job done, nothing to worry about here. But for me personally, the quality of the prose is probably the single biggest factor in how much I enjoy something. Outside of IF, 99% of what I read is literary fiction, and that’s due to how much attention those authors typically put into every word they use, not because I have an obsessive interest in reading about New Yorkers getting divorced (–though you know, I’ve just this moment connected the dot that my parents were New Yorkers who got divorced. This seems a dangerous idea to keep unpacking, though, so let’s move on). Digit does great on this score, boasting clever yet naturalistic dialogue, landscape descriptions that are low-key while still having the occasional moment of lyricism, and a global grounding in the concrete and physical that meant I was always right there with Sirin and Evie. Like, here’s a passage chosen at random:

"I led us down a footpath, which ran down a hill to the waterfront promenade. As it approached the horizon from behind a fluffy cloud, the evening sun bathed the sky in peachy hues - but damn, it was still a hot one.

"Not far from where we were standing, gentle waves were breaking on the shore, caressing the rocks with a quiet murmur. A light seabreeze ruffled my hair. It felt cool against my sweat. It was nice. The promenade was a place I often came to jog, but it felt totally different being here now with Evie."

Again, it’s nothing that’s jumping up and down screaming “look at me!” But this sets a mood, and you read it with satisfaction without consciously noticing the way the author adeptly slips from landscape description to character responses to embedded flashbacks, alternating longer, fancier sentences with shorter, more direct ones. This same care is present in the dialogue sequences too, like an effective scene where the protagonist is sharing some tough personal stuff with her friend while skipping stones, and the conversation is regularly interrupted with a count of how many skips she’s getting, illustrating how emotion is getting the better of her in a neatly understated way.

The strong writing extends to the character work, too, which is really what takes center stage. Given the tags and the content warning, it’s hopefully not a spoiler to say that the whole game is a dance of seduction – though who’s seducing who is definitely placed into question!. It’s appropriate, then, that Digit is in no rush to get to the sex. We get a sense of who these characters are, what’s going on in their lives outside of their relationship, and what they mean to each other, so that by the time the low-level flirtation bubbles over, it’s not sexy just because people are having sex, but because these characters are having this sex. The strong writing is also a godsend here, because of course sex writing is so frequently ridiculous; it’s good here, as befits a game from the author of Turbo Chest Hair massacre, which has the steamiest robot sex ever featured in an IF Comp entry (with all apologies to Hanon Ondricek for robotsexpartymurder’s competitive second-place showing).

Would Digit be a better game if it had all the usual parser game bells and whistles? I guess in a formal sense, but beyond the small bit of bug-squashing alluded to above, the only change I’d really want the author to make is to alter some of the default Inform responses – hearing Graham Nelson intone “that was hardly portable” took me out of the story a little bit. As it is, I had a lovely time with Digit, and if there are more parser/choice mashups like this to come, bring on the revolution.

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Graveyard Shift at the Riverview Motel, by Seb Pines

2 of 2 people found the following review helpful:
It was a graveyard smash, June 8, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

It’s fitting that my randomization gave me Graveyard Shift at the Riverview Motel right after The Hole Man, since they’re alike in a lot of ways: they’re both choice-based games that work something like funhouses, letting the player wander an environment that’s densely packed with characters enacted their own stories, with the protagonist choosing which to get swept up in. And yet, what a difference a genre makes – this approach is charming when you’re ambling around a lightly-philosophical fantasyland, but can feel pretty silly when the operative tropes are those of horror fiction. The eponymous motel packs in more monsters per square inch than Call of Cthulhu’s worst Mythos Hoedown, leaving me wondering what goes on the other 364 nights of the year and questioning the protagonist’s grip on reality even before she starts running across any sanity-blasting horrors. Despite this, the various storylines boast some creativity, but less-compelling writing and some implementation awkwardness mean I probably won’t be coming back for a return stay.

The setup here as you as the late-night desk-clerk for an absolutely cursed motel; after clocking into your shift, gameplay consist of either sitting in the lobby waiting for guests to arrive or depart (in more than one sense of the term) or for the phone to ring, checking text messages from your friends, or poking around the motel, including making use of the voyeur-holes hidden behind paintings in six of the motel’s rooms. There’s something uncanny going on in each, from vampiric bloodsucking to Exorcist reenactors to whatever’s going on with the guy with the deer pelt. Add in something nasty lurking below the surface of the pool, and you’ve got more macabre happenings than you could possibly plumb in a single playthrough.

This is especially the case because the monsters will, unsurprisingly, kill you real dead. This is all fair enough – they’re monsters, duh – but I found the way these sequences played out hurt my engagement with the game, since they punish saying yes to stuff. Want to follow the obviously-bad-news femme fatale out into the parking lot? That’s not going to end well. Want to figure out why there’s all that slime by the swimming pool? Likewise (all the more so since doing this got me stuck in a loop where an object kept falling into the pool, leaning me to go check it out, at which point a strange noise or vibration made me retch, at which point something fell in the pool… finally after five go-rounds something with tentacles put me out of my misery). I did manage to survive the night on my third try, largely by sitting on my hands in the lobby, which counts as a win but wasn’t that satisfying.

Throughout, the writing is sometimes creepy but also ungainly. This could be a David Lynch style attempt to unnerve through awkwardness, but for me at least it doesn’t land:

"The nervous guy who came in earlier walks with a strange swagger into the lobby yet he is tightly clutching a leather bag to his side. As he walks by me he gives me a wink and how quickly the smile from his face falls tells me I grimaced in response involuntarily."

Added to this, the implementation sometimes left me unsure where I stood – beyond the shenanigans at the pool, many other random events also seemed to repeat over and over again, but I’m not sure whether that’s because time also didn’t seem to advance every time I clicked to wait at the lobby desk. Were these bugs, the randomizer not being tuned to avoid repetitiveness, or was there some hidden mechanic about what actions moved the clock forward? I’m not sure, and while uncertainty is fine in a horror game, I like it to be deployed to clearer thematic ends.

I suspect there’s an intended way of engaging with the game where the player is more active, zipping around the motel’s locations, spying on each of its residents and dipping in and out of each of their storylines, with replays enlivened by different permutations of the ways each can play out. And as I mentioned there’s some fun creativity here, with even the fairly standard vampire vignette boasting one or two novel images – and my subconscious will be trying to figure out that deer guy for a few days to come. But the fiddly implementation and too-common deaths mean I wasn’t able to find that intended experience, which means I unfortunately didn’t get out of Graveyard Shift everything the author put into it.

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The Hole Man, by E.Z. Poschman
He's very deep, June 7, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

In my head, I sometimes like to anthropomorphize the different kinds of IF.

(I don’t really, but the conceit’s our entry point into the review and the alternative was a comparison to Waking Life, so I think we’re all agreed this is the less-bad option).

As I was saying before that rude interruption, I like to picture all the different kinds of IF like they’re people: you’ve got your nerdy, spreadsheet-loving puzzlefest; your overearnest theater-kid narrative-driven game; your emo, edgy autobiographical choice-based game about trauma and mental health; your trying-too-hard-to-be-funny class-clown comedy. Then there’s the figure that’s loitering around at the edge of the crowd, smoking something that definitely isn’t tobacco and flipping through an old worn-out Pynchon paperback: our old friend the druggy, philosophically surrealist art game.

The Hole Man is very much part of this proud tradition, and acquits itself well, though falling prey to the Achilles heel that tends to plague this kind of game. The conceit of this long choice-based game is that you’re on your way to jury duty (side note: I would 100% play an IF game about jury duty) when someone trips you, and you… sort off… have your body fall out of yourself, so it walks away while you’re stuck as an empty outline where a person used to be. Cue peregrinations as you wander a fantastic landscape that mashes up the quotidian with the outre, seeking an identity to take on to replace the one you’ve lost.

Whether this kind of thing works or not is almost entirely down to the execution: how good are the ideas, and how good is the writing? Hole Man is good on both scores, with a funhouse of cleverly-philosophical situations presented in an appealing, wry narrative voice. Like, here’s what happens after you meet the king of a castle that’s also the insides of a dragon, and who’s himself a weird congeries of other serpents:

"You’re not sure if you just met royalty, or a just a bunch of snakes that enjoy living in a basket and pretending to be a king. They were quite cordial in any event, though."

It’s a bit what-even-is-identity-comma-man, sure, but it made me laugh. Or there’s a song I found when pulling another thread:

"I need a glass-bottomed boat
I need an able seaman
I need the kind of attraction
That you can’t find anywhere but the Amazon River!

(Please do not stand up until
The boat has docked at the pier)

Help me.
Electric eel!

I want a giant snakehead!
I want an arapaima!
I want to prove the existence, of an ahuitzotl, with a hand on its tail!"

(That Pynchon reference I made above didn’t come out of nowhere).

(After I posted this review, the author explained that in fact the Pynchon reference did come out of nowhere, and this is actually a Weird Al lyric.
You may want to reassess the weight you give to your reviewer's analysis accordingly).

There’s definitely a lot to explore, and it’s both superficially fun to turn over rocks to see what’s below – Castlevania 2 references! Tiny dragons who work like fairies – as well as to encounter the somewhat-deeper mediations on offer. Each path you take through the game puts you in front of a different archetypal figure, leading to a dialogue or disquisition that engages with topics that – well, honestly felt a bit random and not narrowly confined to the overall theme about identity, but I found them enjoyable just the same. There’s a neat conversation about flipping Clarke’s law of magic vs. technology on its head, some surprisingly-poignant existentialist ruminations on how to go on given the inevitable death and ending of all things, and an examination of the difference between toys and games that isn’t too on the nose (though it’s a bit on the nose).

When I say it’s a lot, though, it’s definitely a lot. The blurb says that there are 12 endings, and it’s a bit of work to wander around and find each of them – I found five of them, and while each only took five or ten minutes to reach, contemplating doing that seven more times felt exhausting. This is what I meant when I mentioned an Achilles heel above: when everything works on an arbitrary logic, traditional narrative stakes are hard to establish, and that anything-can-happen vibe means there’s not a lot of connective tissue binding the different paths, and potential identities, together.

Again, the blurb indicates that there’s a “special surprise” waiting for those who run down all the different avenues, but that alone wasn’t enough to keep me motivated through seven more replays. I also ran into a few small bugs – a dead-end passage in the basement of the parking structure, the description of a bookstore that presupposed I’d been there before even though it was my first visit – that, while not anything big in of themselves, threw up just enough friction that the idea of systematically charting out all the different ways to navigate my choices felt like too much work. I console myself with the thought that Gradgrindian assiduity is at odds with the philosophy of a game like this – better to go with the flow, dip in and dip out as the spirit moves, and not worry about wringing it dry of every drop of content. Approached like that, it’s hard not to recommend The Hole Man – I can’t tell you what you’re likely to get out of it, but you’ll probably get something.

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Thief of the Thousand Suns, by Dom Kaye
What's in a name?, June 7, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

Appropriately enough for a game structured like a five-act play, my reaction to Thief of the Thousand Suns had a whole narrative arc to it. Based on the blurb and opening material, like the Dramatis Personae page complete with period font and interspersed footnotes, I went into it with high expectations since a Shakespearean IF very much appeals to me. These hopes suffered a u-turn as I was disappointed to realize the game wasn’t in verse, and had a plot drawn more from the swords-and-sorcery pulps than Elizabethan drama. After getting over those dashed expectations, though, I found there’s a lots that’s enjoyable here, as the game offers a fleet, fun adventure with a winning pair of protagonists – and if they’re more Fafhrd and the Gray Mouser than Rosencrantz and Guildenstern, so what?

(Yes, this would be a three-act structure, not five – perhaps proving my point that fitting a piece of writing to Shakespearean conventions is hard!)

So the setup here is that a two adventurers, roguish Billy Bard and big-hearted muscle Grimm, are on the lookout for a particular ruined temple, hoping to find the treasure it contains. After bargaining for directions from old man in a bar (see what I mean about the fantasy tropes?) they make their way through various forest hazards before finding more than they bargained for at the temple.

For the most part the story is on rails, though there are three more interactive bits – there’s a minigame where you dicker with the old man over how much to pay for his guidance to the temple, an involved series of choices to work through when dealing with a group of banditti, and then some light puzzling to make sense of the temple’s curious, magical properties. It’s a fun romp, with new obstacles and situations thrown at you at a rapid clip, and the banter between the two protagonists is well-written and enlivens proceedings, helping the more dramatic moments land.

This all works well on its terms, but again, it does feel a little more generic-fantasy than I would have liked – the story’s presented solely through dialogue and stage directions, but the directions often go into detail far beyond what a 16th-century stage could plausibly depict, and while there’s one song (which I enjoyed!) the dialogue is in prose rather than any sort of meter, much less strict iambic pentameter. Going in with appropriate expectations, though, it’s hard to see these as real minuses, especially given the dramatically increased authorial effort that would have been required (one of my games has a short poem in more-or-less dactylic hexameter, and it took probably three or four hours of writing to firm up – iambic pentameter is easier, but still!)

I think a more legitimate critique is that the moments of reactivity sometimes don’t feel fully baked. The bargaining minigame is done pretty much blind, and since you can redo it at any time the optimal course of action is to just inch up your offer until you hit something the other party will accept. And I found the encounter with the bandits hard to navigate until I realized that clicking the earlier set of links on the page would change them and shift my strategy for dealing with them, while the last one would commit to that approach and move the story ahead. Again, there are free redos available, but that lowered the stakes, all the more so when I realized that a key event that may or may not happen here – (Spoiler - click to show)Grimm’s killing of the bandit Aileen – doesn’t actually impact where the story ultimately goes, though it’s presented as though it would. Lastly, the exploration in the temple is entertaining but feels underdeveloped, with multiple different scenarios for the most part resolved as quickly as they’re spun off. None of this reduced my enjoyment that much, but it did leave me wishing that either these mechanics had been fleshed out more thoroughly, or just streamlined in favor of a cleaner story.

On the flip side, I found that implementation was quite clean. There are only a few typos, and those that are there are the high-class, artisanal sort – wain for wane, that sort of thing. At first blush I thought I’d come across a bug where some of Act IV was accessible before Act III, but now that I’ve reflected on the plot that might actually be a clever meta touch (Spoiler - click to show)(the temple does allow for time travel, after all).

All told this is a fleet, confident game with winning characters and a romping, fast-paced plot, and if it’s not one that William Shakespeare would have written, well, there are other authors out there just as good.

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Let's Talk Alex, by Stephanie Smith

1 of 1 people found the following review helpful:
Leaving a toxic relationship, June 7, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

Let’s Talk Alex is a Twine game about some very heavy subjects – gaslighting and emotional abuse in romantic relationships – that matches its emotionally-engaging premise with solid prose and an ultimately positive, actionable message of empowerment. I think it’s a very fine game, though I didn’t find myself as involved in it as I expected I’d be, partially because, per the game’s blurb, it’s not just a story but aims at being a simulation of how to get out of this kind of toxic relationship.

LTA realizes this ambition by structuring itself as a series of conversation puzzles: in any playthrough, the confrontation with the partner, Alex, plays out as a collection of four different mini-conversations (out of a pool of six), each focusing on a different aspect of their controlling behavior, and with clearly-laid out different strategies to try, some of which are always going to be successful in helping you get out of the relationship, and others (so far as I could tell) always unsuccessful. The choice of which topics you see depends on what you do during a pre-fight preparation phase, as you reminisce about different bad moments in the relationship. You get a short memory, which is mixed with the protagonist’s usually-positive thoughts about Alex even as they’re exhibiting a different strain of really negative behavior.

Then Alex comes home and there’s a transition into the fight:

"I’ve been feeling concerned that you’ve been showing some unhealthy behaviors. I feel like you’re unaccepting, controlling, take things too personally, and don’t trust me."

This definitely allows the player to take stock and understand how the stuff Alex has been doing falls into specific categories of emotional abuse, which helps with the educational or simulation side of things. But I found this bit of dialogue jarring, since it feels rather clinical, and I wondered how someone capable of saying this sentence about their partner hasn’t already realized that the relationship needs to end!

Once you zero in on one topic – say, the lack of trust – you get a few dialogue options, and here’s where the different strategies come in. Again, there are better answers and worse answers here, and while it’s usually pretty easy to suss out what’s likely to work (there are also some strong hints in the game’s introductory material), the choices set out a bunch of plausible responses. But I found myself wishing the conversations had a little more depth, since usually there’s only one or two choices before you’re back to the hub menu and on to the next topic – the focus is on providing feedback on whether the choices have been effective, rather than portraying all the back-and-forth of a big argument.

Ultimately, it’s a positive that there’s a good amount of signposting and that the writing is precise throughout, since that communicates why things are happening the way they are and makes the puzzles legible to the player. But at the same time, I found this approach sometimes too cut-and-dried given the emotional dynamics at issue, with the clarity sometimes undermining the verisimilitude and messy immediacy of what a relationship-ending fight can feel like. I don’t want to ding LTA too harshly for this slight dryness, though; if it makes it a better tool for exploring different ways a controlling relationship can be escaped, and a less-compelling story about one single way that plays out, that’s certainly a reasonable choice. On the Spring Thing festival page, it’s also got an “autobiographical” tag, and god knows that know that when I made my own autobiographical game last year, there were a whole bunch of topics and storytelling approaches that I dialed down or avoided, because I wouldn’t have been emotionally capable of writing the thing otherwise. Regardless, LTA tackles a tough set of topics with grace and clarity and is a worthy entry in the festival.

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Beneath the Stones, by Kieran Green
Cave story, June 7, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

I’m less than ten games into Spring Thing, and somehow I’ve already hit two whose opening screen is just repeated f-bombs (the other was Light in the Forest) – man, the 2022 zeitgeist is pretty grim. Here, the profanity reflects the dire situation the protagonist has found herself in, as she’s fallen into some caves below a tourist site in the wilderness, and after an ill-timed bout of unconsciousness, she realizes she’s alone and trapped. Fortunately, there’s some strange machinery that might hold out the promise of escape…

If you were to picture a game in your head based on that description, I’m guessing that you’d come up with a parser game, because this is a classic setup. But no – it’s Twine (complete with overuse of various blurring and moving text effects, alas)! There are some reasonably fun puzzles here, and the mystery of what’s going on in the caverns is intriguing enough, but for me the novelty of navigating such a hoary scenario in a choice-based game was the most interesting element of Beneath the Stones. Now that the parser/choice wars that roiled the IF community a decade ago are firmly in the rear-view mirror, it seems to me that both the audience and authors are increasingly ignoring the stereotypes of what kinds of games belong on each side of the theoretical divide. And while there is some narrative here – the main character has a name, and a little bit of dialogue with her boyfriend in the immediate aftermath of the fall – the game really is about a lonely explorer poking at stuff in the dark.

So how well does the said poking work? I’d say reasonably so. The nice thing about this being a choice-based game is that there’s no fumbling with darkness puzzles or navigating a dreary maze: everyplace you can go and all the options are clearly laid out, and it’s easy to toggle from one sub-area to another. There’s also an inventory system that works quite well and even allows you to use one item on a second, albeit only in specific, scripted instances.

On a more equivocal note, since the puzzles mostly just involve manipulating stuff you find in the environment that only have one effect, the game is pretty easy to solve since you’ll typically be able to progress by just clicking through all of your options even if you don’t understand what you’re doing. I’d actually rate this a positive, partially because I found the environment a little confusing. The game’s chatty style meant that I was sometimes unsure about what I was seeing, and how the area I was in related to the place I’d just been. Descriptions are also a bit loose sometimes, meaning that for example I wasn’t always clear on whether something described as “gunk” was the same as the previously-mentioned “goo” – in a parser game, it’d be easy to disambiguate, but of course that option wasn’t available here. Further adding to my discombobulation, I ran into a bug that had me see a passage comparing what I was seeing to a podium that it implied I’d already encountered well before I’d actually come across the thing.

While I think Beneath the Stones could have benefitted from another testing pass (there are some typos, too) these are still minor complaints, though. Even if I wasn’t always sure about what I was doing or why it was working, it was fun to work through the puzzles and escape the caverns. The game does also succeed in setting a creepy mood at times, especially when I went back to find a bad ending that sent a little shiver down my spine. Would I have liked this better as a parser game? Probably, but I suspect that just reflects my pre-existing experience, and the fact that a Twine author can create a gameplay experience like this and make it accessible to folks who don’t play parser games is pretty cool in my book.

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Crow Quest, by rookerie

2 of 2 people found the following review helpful:
(Insert bird pun here), June 7, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

I’m a sucker for smart-animal content – stories about the social intelligence of elephants, books on how the distributed nature of octopuses’ nervous systems might impact their consciousness, rats problem-solving their way through lab experiments, I’m here for all of it. So even though I first came across it in the early days of YouTube, even the better part of two decades later I can still clearly remember how exciting it was to see this video of a crow trying to fish some food out of a bottle, failing, then realizing it could bend a bit of wire into a hook and get to its snack that way. Crows – they’re just like us!

(Due to the deathless nature of the internet, I realized after writing the above paragraph that this video is probably still findable – I think this is it, in fact! Rewatching it, my description wasn’t too far off, thankfully).

Anyway all this to say that when I saw there was a game coming up whose aim, according to the blurb, was to “celebrate the intelligence, eloquence, and sophistication of urban crows”, per the above I was pretty excited, all the more so since I don’t think crows really get their due. As a result of these expectations, though, I was deflated when I saw the opening text:

"OMG you’re a crow.

One day, you could be king of this shitty suburb.

But for now, it’s just you and your ATTITUDE."

Crows – they’re just like us.

This irreverent tone is actually a good fit for the game, though – if you look past the internet-poisoned dialogue, the birds on offer here, as promised, are smart and socially adept, and given how crows behave I can totally imagine that their internal lives are based on an obsessive focus on getting more stuff and maintaining their position in the pecking-order (sorry).

The silliness, and the striking drawings, also liven up a game that’s pretty solid but could have been a bit dry if played straight. Your success in becoming the baddest bird on the block is measured through increases in your numerical attitude score, and after a preparatory phase where you decide whether you want to have a wingman (er) join your quest and choose from an assortment of inventory items to bring with you, the main section of the game has you encounter a series of randomized events. If you hit the right events – and get lucky or have the right gear – your attitude will go up, say by befriending a little girl. But there are negative, attitude-draining events too that can for example see you captured by a geezer with a net. The trend is always up, though, and after maybe a dozen or two events your attitude rises sufficiently to open up the endgame, which sometimes involves a climactic rock-paper-scissors duel with another crow.

This all works well enough, though I think one more iteration on the design would have made it more compelling. There’s a slight mismatch between the attitude threshold and the number of random events on offer, meaning that even in a single playthrough you’ll see a lot of repeats. I thought the fight at the end went on a little too long, even once you realize that there’s a trick to it. And while I’m listing niggles, while I understand that the gag where the game prompts you to enter your name and then says that’s a stupid name, and your real name is e.g. Bingley Polligan (the exact choice is randomly generated) can’t admit of exceptions, I was still annoyed that “The Incrowdible Hulk” got rejected. C’mon, game, I’m working with you here!

Still, even despite these small shortcomings this is a fleet, fun game that doesn’t outstay its welcome. And while it’s not the high-minded ode to corvid smarts I was after, it does make a strong case that crows are punk-rock badasses. What more could anyone want?

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George and the Dragon, by Pete Chown
In days of old when knights were bold and princesses wore Bermuda shorts, June 7, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

I have a dilemma when it comes to reviewing visual novels: on the one hand, I’m firmly on board with a broad definition of IF, and against artificially excluding a clearly text-driven – and very popular! – genre. On the other hand, I often personally have a hard time getting to grips with them: I find the interfaces fiddly, as I have a hard time advancing the tiny, slowly-scrolling text window without missing stuff, and their design often presupposes multiple playthroughs, which is increasingly challenging for me as I have decreasing time for IF. Plus I usually ignore the graphics and find them a distraction from the text, which is what I come to IF for in the first place. So while I want to be ecumenical and give George and the Dragon the same level of engagement I’m giving to the other Spring Thing entries, I’m also acutely aware that I might not be the best person to assess how successful it is at doing what it sets out to do – so the reader might want to adjust their salt-grain intake accordingly as they proceed through this review.

George and the Dragon has an orthodox fantasy setting – according to the blurb, this is a story about how St. George became the patron saint of England, but while he does slay a dragon if you play your cards right, England never had a king named Dennis so far as I know, nor were gems of fire resistance thick on the ground, and the general vibe is pretty Ren Faire-y. Despite the familiarity of the setting, though, I had difficulty getting to grips with the story. It starts in medias res, with your character stumbling on an argument between characters you don’t know, without providing much context for who you are and what’s going on. Most of this got clearer as I played – the opening incident isn’t that important, and again befitting the game’s classic-fantasy approach, there’s a festival/lottery going on in the village, with the “winner” being offered up as a sacrifice to appease the dragon – but the exposition didn’t feel especially smooth to me, and I ran into a bug where the blacksmith told me something had happened before it actually did, which confused things further.

As I understand the gameplay tropes of the VN genre, it’s also pretty orthodox on that front – you get regular choices of options as you progress through dialogue-driven scenes, with an additional map interface that lets you choose where to go in a little village. It’s very likely you’ll hit a game-over in your first playthrough, because this dragon is not messing around, but there’s easy saving-and-loading and skip-read-text option to make replays more bearable (though I found that the option fussy, both skipping when it shouldn’t and not skipping when it should).
Your choices do have significant consequences, but in a way that occasionally felt obscure – for example, getting on a winning path seems to require visiting the princess when you go to the king’s camp to deliver a sword, but whether or not I was able to do that seemed to hinge on choices I made in the opening argument sequence, with no narrative threads explaining what had changed so far as I could tell (though this might be because I’d inadvertently skipped changed text in a replay, per the issue I mentioned above). It also doesn’t help that the game is tough, with a lot more ways to fail than there are to win.

One of the significant upsides of a VN is that with the real estate given over to graphics allows for visual storytelling, and the foregrounding of characters opening up the ability to display their emotions without needing to spell things out in text. As mentioned earlier, I’m probably not the best critic to assess art design choices, but I have to say I mostly didn’t like the graphics. The characters design was odd to me, with the kind sporting an unflattering 1970’s mustache and the princess wearing what look like day-glo Bermuda shorts, and scenes are often staged with the characters standing too far away from the game’s camera. There are some effective sequences – the climactic fight with the dragon has some visual pop – but for me, they came after a bad first impression.

I’ve said a lot of negative things about George and the Dragon, but as I review them, many of these critiques boil down to “I would have liked this better if it was a text-only Twine game” – without the distracting graphics and slow pace of text display, and with more focus on the written word to carry the weight of storytelling, I would probably find the game unpretentious but solid enough. So I could certainly see a player who’s more simpatico with visual novels having a much better time than I did, and I look forward to more VNs being entered into IF festivals and competitions if only so that I can get more comfortable with their way of doing things.

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Good Grub!, by Damon L. Wakes
A very buggy game, June 7, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

I’ve said in other reviews that I think it’s really hard to make a successful “message game”, where the game’s main goal is to make some kind of political or cultural point – in my experience they too quickly devolve into humorless, didactic gameplay where the obvious right answers are rewarded and the obvious bad ones are punished, with no real authentic engagement with the nuances of an issue and the important questions of design, plot, and character left almost completely neglected, making even those who agree with the politics on offer resentful and unhappy.

Good Grub! is a message game, and if I’m honest it fits the above description pretty much to a tee – plus it’s got only the basic Twine visual design –but with one key difference: it throws that “humorless” bit way out the window, meaning that I was more than happy to laugh my way through three different playthroughs. Maybe that makes me shallow, but I was having so much fun none of the other things I’ve previously harped on as flaws mattered at all.

It helps that the message here isn’t one that I’ve seen argued to death in online flamewars: it’s that eating insects can be an environmentally sustainable element in a healthy diet. I suppose some folks could find the idea gross, and I have to confess I do too to – but that’s just because I’m vegetarian and eating anything alive kinda freaks me out; meeting protein needs through bugs doesn’t seem inherently weirder than doing it through curdled soy milk, after all.

Anyway, the way the game makes its point is by having you choose the main features of an insect-only restaurant you’re launching, then go on a radio interview to promote it. Success and failure are definitely possible, but the game is short enough, and funny enough, that you’ll probably want to play through a bunch of times to see many of the options. Some have definite right and wrong answers – warming my heart as a life-long user of public transit, the clear worst choice in the game is to drive to the interview when you have other options – but for the most part it’s forgiving, with successful possible even if you decide e.g. to name your restaurant “La Cucaracha”, like an asshole (I named my restaurant La Cucaracha first time out).

It’s a short but well-considered design, with the initial set of choices leading to payoff as you try to sell the place in the interview, and the ultimate reveal of whether your business succeeds or fails. Gameplay-wise, the only critique I have is that I wish there was a “replay” button at the end it make it easier to try out different branches. It’s solid enough, but again, what makes it sing is the humor. I don’t want to quote too many of the other things that made me laugh, because most of the joy of Good Grub! is seeing how the playful narrative voice responds to your choices, but I can’t resist one pointer: whatever you do, make sure you try naming your restaurant “Big Bill’s Big ol’ Bug Emporium while ensuring the game knows you are not yourself named Bill.

Is Good Grub! good enough to make me rethink my generally downbeat outlook on message games? I suppose not – if I take a step back, it really does share many of the limitations I outlined at the top – but it does apply demonstrate that with enough charm, you can get away with anything.

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You, Me and Coffee, by Florencia Minuzzi

3 of 3 people found the following review helpful:
Coffee Talk, June 7, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

A short visual novel filtered through a Game Boy aesthetic, You, Me and Coffee (God, it’s hard to omit the Oxford comma) wears its gameplay on its sleeve: as a post-college twentysomething who’s just moved back home and bumped into an old acquaintance at a coffee shop, interactivity consists of choosing in which order to introduce these seemingly banal but deceptively deep topics of conversation.

This one is all about the dialogue, then, so let’s start out by talking about everything else. The retro graphics are definitely one of YM+C’s selling points, and at least to this child of the 80s, they impress; in particular the pinkish monochrome image of the friend is expressive enough to convey relatively subtle shifts in facial expression without getting overly-detailed and distracting. The game’s structure is also clever: a full playthrough is expected to exhaust each of the six possible orders for the topics, at which point a new final dialogue unlocks. It’s not clear how diegetic this is supposed to be – there’s no indication the characters know they’re experiencing a time loop – but it does succeed in making the player keep track of what they’ve already asked and when, making the game more involved than the choice-lawnmowing visual novels can sometimes promote. On the flip side, though, I found the interface a little annoying – as with most visual novels, by default you only get a line or two of slowly-displaying text at a time, so I kept banging keys to hurry things up and then inadvertently skipping bits of dialogue. Using more of the screen’s real estate would have obscured the graphics, I suppose, but could have increased the readability.

As for the conversations themselves, while each of the six variations hits on distinct subject areas, with one or two exceptions they all share a common tone of warm nostalgia hitting a wall of barely-concealed hostility (this awkwardness is mostly avoided in the timeline where the conversation winds up turning to books – yes, this seems right to me). As it eventuates, you remember this acquaintance as a fun person to hang out with, and with whom you shared some low-stakes stabs at romance; on the other hand, she (I think those are the right pronouns) recalls things differently, and as a result most of the time she’s kind of a jerk.

There’s an explanation for this unpleasantness in the bonus dialogue that’s unlocked after exhausting the others, and it rings true so far as it goes – without going into spoilery details, it turns out that main character was a self-centered jerk who didn’t really notice what was going on with the people around them when they were 17. But to me, what this revelation gains in plausibility it loses in pathos. Perhaps I’m telling on myself here, but my memory of those long-ago teenaged years was that pretty much everyone was completely wrapped up in self-absorption, with only a minimal set of tools for perceiving, much less responding appropriately to, the subjective emotional experience of others. The fact that the friend has apparently held a grudge for what after all are quite venial sins for years, into their mid-twenties, came off as absurdly small-minded, and made the ending feel unduly prosecutorial: instead of an embarrassed but deserved flush of catharsis, I was left blinking in confusion.

If the ending didn’t sit quite right with me, though, I did enjoy the well-observed brittleness of the main dialogues – so much so that I replayed a second time, based on what I thought were hints towards how to get an alternate ending (turns out there isn’t one, or at least I wasn’t smart enough to find it). As befits its early-video-game aesthetic, You, Me and Coffee’s characters are perhaps more callow than they think they are, but there’s pleasure in following along with them all the same.

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Filthy Aunt Mildred, by Guðni Líndal Benediktsson

1 of 1 people found the following review helpful:
Fabulously filthy, June 6, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

Filthy Aunt Mildred is a nasty little thing, reveling in the physical and moral grotesqueness of the revolting, infighting family who make up its cast of characters and the baroque, decrepit mansion where it lays its scene – call it Knives Out by way of Gormenghast. Beyond the overall squalor, the narrative is the most drunken, meandering sort of shaggy dog story, overencrusted with the largely-irrelevant biographies of sundry louche and long-since departed aunts and uncles, and it doesn’t so much end as collapse in a heap, the few surviving characters having learned nothing and forgotten nothing.

I worry I am being too positive. Here is the second sentence of the piece:

"The air was sticky and horrible and Old Uncle Thomas who lived in the attic was smearing his faeces on the dining hall window, which meant it was six o’clock, because Old Uncle Thomas always smeared his faeces on the dining hall window at six o’clock.”

This is not the kind of filth I had in mind when I eagerly clicked “begin” on what is sold as a wholesome story about poisoning an awful spinster.

As a right-minded person I can under no circumstances recommend, or even commend in the first place, such a disreputable game. But with that understood: reader, I had fun. Each character is more loathsome than the next – the protagonist, and I use that term loosely, very much included – but who cares when they toss off bon mots like this (from the inevitable iocane-powder-ish scene near the end):

"'One of the cups contains lethal poison.', I explained. 'The other contains the greatest tea you’ve ever had in your life.'

'What kind?'

'Arsenic.'"

The narrator gets in on the action too, evoking the family’s halcyon, prelapsarian days:

"Money was plentiful, nobody had been murdered yet and the general attitude of the Bladesmith family could be boiled down to a mixture of 'why not?' and 'do you know who I am?'"

Sure, the accumulated vignettes lose some steam and effectiveness as you go on, and there’s the occasional typo. And the only choices are about how deep into this sewer you want to throw yourself. But this is one entertaining cabinet of horrors, and for readers who are able to swallow their revulsion and the potty humor and moral bankruptcy here on display, the sharp writing and darkly-inventive imagination are ample rewards for slumming it – you might just need a cold shower afterwards.

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The Prairie House, by Chris Hay (a.k.a. Eldritch Renaissance Cake)

1 of 1 people found the following review helpful:
Atmospheric, slightly-wonky folk-horror, June 6, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

The Prairie House is an aesthetically pleasing Adventuron game with slightly wonky implementation – but I repeat myself! Most Adventuron games have lovely visual design but have a parser that doesn’t provide the most helpful failure responses (it can be pretty fuzzy on whether you’ve referred to an item incorrectly, or it just isn’t there) and sometimes struggles with actions that are more than two words. Still, these foibles aren’t too hard to come to grips with, and the effort is usually well worth it, which is certainly the case with this moody horror vignette set on the Canadian prairie. While the game’s various elements didn’t fully cohere for me, this is still an enjoyable way to spend half an hour.

The plot here is fairly straightforward – you’re an academic who spends the night at an old field house, and spooky shenanigans ensue – but there are three well-researched bits of flavor that enrich the basic narrative. First, there’s a well-chosen amount of detail on the research; while you don’t need to actively do anything, it’s rewarding to explore the prairie, examine the various plants, and read about the standard practices and approaches to this kind of work. Second, the house you’re staying in was built and originally inhabited by Ukrainian immigrants, and there are some documents in the house that flesh out some of this history. Finally, many of the supernatural occurrences are drawn from the stories of some First Nations peoples – the author’s note cites the Anishinaabe and Ojibwe.

Since there aren’t really puzzles to speak of, beyond finding a couple of keys and going through a well-prompted pre-bed ritual, the game does rely on this research to enliven what would otherwise be a fairly direct case of things going bump in the night. It mostly works, and I was definitely engaged as I wandered around the house looking at stuff – it’s fun to learn about things I previously knew quite little about! Once the supernatural elements started kicking into higher gear, though, I wound up wanting a little more of a direct link between the research-y bits and what was happening in the game. There are definitely some allusions, but the game plays things pretty coy and ambiguous as to what’s actually going on. That’s often a fine authorial choice, but in this case it left me feeling like the ending was a little anticlimactic, with the game’s disparate elements never being fully knit together in my mind.

I did mention some implementation niggles, and while some of them do seem like features of the Adventuron engine, there were a couple of oversights that could be worth correcting in a future release. X ME doesn’t include a description of the PC, for example, which is a missed opportunity. X [document] and READ [document] are separately-implemented commands – it’s usually not an issue because upon examining one you’re often asked whether you want to read it as well, but this isn’t invariably the case. In my first playthrough, I missed an achievement, and some important flavor, because X BOOKS told me “you notice nothing unusual,” whereas READ BOOKS would have let me browse one of three different volumes. And when I tried to sit down in the armchair in the morning, the response indicated the game still thought it was night.

Still, I don’t want to end on a negative note – and I should admit that I played the game without music, which is apparently an original soundtrack, so I suspect I would have entered even more fully into the mood with that playing in the background. The Prairie House is an accomplished game that offers a unique, compelling experience that goes beyond the standard haunted-house experience.

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fix it, by Lily Boughton

1 of 1 people found the following review helpful:
SimOCD, June 6, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

“Abstract Twine game about mental health issue” is a cliché, but if it produces games as engaging and dare-I-say educational as fix it, that’s no bad thing. I’m a little wary of my response here because I have a fair bit of personal experience of OCD – one of my loved ones has it – and I’m curious what others who don’t come to the game with that context would think of it. Still, I can say that for me it very much works in depicting OCD’s hellish destructive-ritual-and-self-loathing cycle, as well the potential way out.

The game deliberately chooses to leave the inciting incident that sets off the OCD spiral abstract – you’re just told that there’s something making you (who you are is left vague) uncomfortable and standing in the way of the things (also not specified) you want to do. This means there’s not much of a narrative framework for the gameplay loop to hook into, but I think that’s ultimately a good choice. It universalizes the experience and creates the opportunity for more direct player investment, and also avoids the challenge that the stuff that sets off OCD can be so minor – touching a particular part of an article of clothing, fretting about ultra-rare side effects of common medications like Tylenol – or so over-the-top – worrying that somehow you’re secretly a serial killer or child molester, or that you’ll harm others for no reason – that it can seem completely ridiculous from the outside.

The rituals and behaviors you engage in to compensate for the feelings of unease are also left unspecified (though there is an intimation that hand-washing to the point that they bleed is included – this is I think a good example of a detail that’s 100% true to life but I worry could feel unrealistic), with the focus instead put on how you feel after performing each one: it doesn’t work to relieve the feeling of discomfort, but now there’s a healthy dose of self-directed criticism for being weak enough to engage in the ritual, or feeling like it’s made things worse, or that you’re just doing it for attention, so now more talismanic behavior is required to desperately try to set things to right. The writing in these bits of self-reproach is queasily compelling, and I thought did a good job of communicating what I understand is among the worst parts of OCD.

Thankfully, fix it doesn’t trap the player in a forever-static loop, but does eventually provide the possibility of a way out. In contrast to the way the rituals are played, this piece is very specific, and from my understanding lines up pretty exactly with the tools folks suffering from OCD often find successful in managing their intrusive thoughts and behaviors. Getting to this off-ramp definitely felt like a relief, with calm blue coloring on the fonts replacing the angry red of the rest of the game. Again, this is very much not a narrative-driven experience, but it definitely has an arc, and catharsis at the end. It’s a focused experience, but the gameplay elements, visual design and layout, and writing all work well together to provide a compelling and accurate view of OCD from the inside, which I can see being impactful and even useful for all sorts of players.

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The Light in the Forest, by Emily Worm

1 of 1 people found the following review helpful:
A low-key, welcoming fantasy, June 6, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

It’s always nice when the first game you play in a festival or comp gets things off on the right foot, so I count myself lucky that The Light in the Forest was the lead-off game in my randomized shuffle. Admittedly, it didn’t make the best first impression on me, with default-Twine formatting and a wall-of-profanity opening that situates the player in a deeply unpleasant situation – the protagonist is a trans woman with some mental health issues about to flee a Dickensian psychiatric facility. But the game quickly reveals that it’s anything but miserabilist, as she’s soon able to make a charming, supportive reconnection with an old friend, and some creepy-yet-compelling fantasy elements start to come into the narrative (the formatting also gets more creative). While there are definitely still some intense challenges to face, the game’s grounded, low-key writing and fundamentally decent characters made my experience of playing the game a really positive one.

Most of the story is focused on the protagonist’s relationship with two women – Mandragora, an acquaintance from school who happens to be working as a barista at the coffee shop where the protagonist takes shelter after the opening and who quickly gives her a place to stay, and Nightshade, who’s a sort of half-demon witch from another dimension with a mystic connection to her (everyone is named after plans, including the protagonist who’s called Solanine). Things with Mandy primarily focus on Solanine working through her social anxiety and ADHD in a series of well-realized set-pieces – there’s a complex bit about making a grilled cheese sandwich that’s almost-but-not-quite a puzzle – while choosing how flirty to get with someone who’s clearly into her. As to Nightshade, it’s a matter of deciding what to make of a series of strange happenings and whether or not to maintain their connection or separate it. This makes the character interactions engaging on a gameplay level, beyond the often-charming dialogue itself.

I also really enjoyed the fantasy elements, which isn’t always a given for me. They aren’t overemphasized, but it’s mentioned in passing that there’s been a magical apocalypse that’s seen demons hopping into our reality. It’s nonstandard, but I liked the fact that the world has ended but life still goes on – and isn’t even all bad, making it a nice metaphor for the identity struggles the game’s focused on, as well as a nice idea on its own. Again, this isn’t a central part of the story, and there isn’t like Tolkien-style WORLDBUILDING by any means, but there are some compelling details in this part of the game, like the way Solanine performs a regular ritual to ward off negative spirits:

"You left your candlebone pen on the dresser. Ideally you would light a candle as you do this, but with only their bones and nothing for fire you are forced to make do without as you trace over the sigils on your arm."

Sure, there are some niggles here. For example, while the writing is generally strong, beyond the odd typo there’s the occasional line of clunky dialogue (at one point Mandy says “Like I said, you’re important and I don’t want to let anyone be abandoned. Especially not when everything is likely to be much worse for them because they’re being constantly misgendered.” Nice idea, but a little on-the-nose). And sometimes the low-key vibe can undercut the intensity of events – I hadn’t realized how close to panic Solanine was meant to be as she was rattling around the cabinets trying to rustle up her sandwich. Similarly, the ending I got was also more understated than I might have preferred. But none of this did much to impact how much I enjoyed my first dip into Spring Thing!

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