This is a long Twine game about a young woman who's had a very difficult life finding her younger brother being sucked into a mysterious portal by a dark creature.
Following her brother, she enters a mysterious world filled with destruction and many malevolent entities. Her brother's life is at stake, and there's not much time left.
As the author puts it, this is a narrative-focused game and eschews large-scale branching, but manages to find numerous ways to test the player.
Puzzles come in two varieties: riddles, which are either type-in or choice-based from a huge list of options; and using a color-based system where some colors in the game always signify the same thing (kind of like (Spoiler - click to show)circles in Sorcery 2).
Overall, the writing is earnest and deals with a lot of childhood trauma. Emotions are plainly spelled out, and overall it reminds me a bit of Steven Universe (crying breakfast friends) or She-ra in terms of the emotional notes it reaches for. The emotions didn't land quite as effectively for me as in those two examples, though.
There were some unusual word choices in the game that were jarring, like using the phrase 'he was made into a room' instead of 'he went into a room'. It could be cleaned up a little bit grammar-wise; I would give it 4 stars if that happened.
Overall, I felt like it was a worthwhile investment of time, and I was glad to play it. I've enjoyed the author's other games and hope that they continue the trend of releasing fun and meaningful games.
This is the third game by this duo, the other two in the past having been very long, surreal games, one of which reflected a psychotic break and really felt like what such a thing would be to experience.
This game starts with the first author confessing that he/she (both pronouns are used) made sexual advances to their trans step son whom they've lived with for 9 years, and that it has ruined the partnership of the two authors, after most of this game had been written, and that the author is trying to make up for it.
Much of this game isn't real, so it's hard to know if this is, but it certainly seems so, which is sobering and disturbing.
The rest of the game focuses mostly on a few recurring themes:
-The idea of very large cardinal sets and non-principal ultrafilters on them. This is an area of math that is extremely abstract, especially since (as mentioned by the author) most of these things are non-constructible and cannot be proven to exist in any meaningful way under normal mathematical assumptions.
-The author's life at the Lothlorien coop in Berkeley, which still exists and houses people today.
-The idea of using psychic energy to communicate with Hong Kong singer Deng Ziqi telepathically.
-The author's relationship with Staci (who I believe is also Maev?)
The game is laid out on a six-dimensional hypercube, corresponding to 6 binary digits, corresponding to the 6 cardinal directions N,E,S,W,U, and D. Unlike most games and real life, N and S are not opposites and have no relation to each other. Instead, going North cancels itself out, so going N twice will bring you back to where you started.
Not all 64 options are filled; about 20 or so are empty 'unfinished' rooms. One room had its connections backwards (so that going U and D changed the N and S bits), which may or may not be intentional. The room names are based on the binary numbers.
In the rooms are found items, one at a time or zero. There are lots of scenery objects described in the text but none are implemented.
I received around 432 points (I think) out of 530 or so. There is no overarching goal outside of 'binding' some items together in a chain, which just gives more points. One room contains a complete walkthrough for the bindings.
Overall, as a game it continues the glimpse into a surreal world offered by the previous games, but the confession at the beginning overshadows everything else and renders it all heartbreaking.
I had some trepidation approaching this game, as, based on the last Lady Thalia game, I assumed it would be:
-long,
-complex,
-requiring a great deal of thought,
-engaging,
and thus require some special time set aside. And I was right! If anything, this game exceeds the last one in all those categories.
You play two different women this time: one, the infamous lady thief Lady Thalia; the other, a policewoman named Margaret Williams, somewhat stodgy but dependable. Together, you are teaming up to stop a rival art thief who is obsessed with royal privilege and the trappings of aristocracy.
Play alternates between playing as Margaret, who investigates and prepares, and Lady Thalia, who follows up on Margaret's leads. There's a point system (which is humorously lampshaded in-game), and sub-systems including a relationship tracker between the two leads.
There are a variety of puzzles, with the most consistent one being a conversational system where you can choose between being flattering, direct, and leading someone one; most conversations give you 3 chances to find the 'right one', with a bonus if you get all 3 right.
The other puzzles for the most part involve retaining information from earlier and using contextual clues. There is a complex save system which allows for easy restoration (I did this quite a bit), but some choices have significant delays, so a perfect playthrough is quite difficult.
The characters are bold and well-written, and I'd consider this among the best crime/heist Twine games.
This game is a lot of things all at once.
Perhaps the majority of it is wish-fulfillment, of a sorts. Your character is a nervous, self-doubting trans woman with major executive processing issues, and the biggest storyline is about a girl you've had a crush on for years turning out to have a crush on you too and the two of you flirting, with her being deeply accepting of everything about you including your transness and disability. This is contrasted with your family and society (represented by an institution) who accepts neither of these things.
Overlayed on this is another storyline, that of the world having already ended and a messenger of light from Hell (I think?) having become entangled in your dreams.
Overall, the game does a good job of sketching distinct characters and their personalities. There were enough small typos here and there to be noticeable (wish I had written them down, but forgot). There are some bursts of strong profanity, mostly used to express anxiety (including the first screen). The game has a lot of references to attraction and making out but is generally non-explicit except for a segment describing the character's own body, from the lens of their satisfaction (or lack of) with her appearance.
Overall, I think this game appeals most to one's sense of longing for acceptance and belonging, which is fairly universal. And in that sense, I would say it's a successful story.
This game uses the Strand engine, which is the same engine (or a related one) used to put the Magnetic Scrolls games on the web. It features a parser but most interactions are through choices. The majority of non-choice interactions are typing the name of an object to give or WAITing. It features numerous images as well. For me, the images were larger than the screen size, requiring some scrolling that obscured some of the text.
This game reminds me of Steve Meretzky games, like Leather Goddesses of Phobos or his later graphical games. You play as a nerdy programmer who runs into tons of women, all of whom look like 'sexy' Halloween costumes (sexy pirate, sexy robot, etc.). There are references to sexbots and wanting to kiss the nerdy programmer, so it has a lot of that 'nerd gets the girls' vibe from 80's and 90's films and games. It has a shop called '9/11'instead of '7/11', which, I thought, 'Is that a September 11 reference?', but I thought probably not. But then the clerk there is named Abdul, which could be a pretty weird Sep. 11 reference, a stereotype about shop owners, or just a coincidence.
Gameplay consists of warping to different time periods and solving puzzles that are mostly about puzzling out patterns through trial and error. There are a lot of combinations and the puzzles seem designed to take some time, and I ended up using the walkthrough fairly soon.
The themes and messages didn't really gel with me, and I would have preferred a little smaller pictures to give the text more room. I appreciate the technical design that went into the game and can imagine several people who I think would enjoy it significantly.
I beta tested this game.
This is a pretty long choice-based game with an expansive map. Each room has about 1 puzzle on average. The majority of the puzzles are the same: The screen is divided into 4 invisible stripes. Moving your mouse up and down will cue an animation filling that stripe (generally a sound wave) and play a sound. One sound will be different from the others; you must click that one.
There are other puzzles from time to time.
In addition, there are save terminals and other points that play scenes from the silent film The Passion of Joan of Arc while a synthetic voice reads text in a heavy french accent.
The idea is that an AI company cloned/re-made Joan of Arc to use for commercial benefit, but things went wrong. You learn more as the game progresses, of course.
There are enemies, and defeating them drops 'bits' that you can use to buy shortcuts.
It's really clever and polished, and very descriptive. But the interactivity is a bit tedious, especially when re-crossing an area over and over again. For that reason, I've never fully replayed it after testing, but played the first few rooms again before writing this review.
This is a recent game from Choice of Games set at a magical university. You are an adopted scion of a powerful mafia figure, and you have been sent to a college that offers majors in both mundane and magical areas. You are encouraged to join a group of 3 magical fraternities while you go to class, meet friends and work at a magical coffee shop.
There's a lot going on here. The writing itself flows well, with some standout characters and intricate worldbuilding.
One steam review mentioned like it felt like too many storylines were going on at once, and I agree with that. While the college, fraternity, and coffee storylines meshed well, the mafia felt more or less tacked-on. It provided some useful worldbuilding backstory, but it gave the effect of the author mashing two games into one, at least to me.
The game had compelling goals that I wanted to achieve, but I found making my way there muddy. I was frequently told I did bad at things but still managed to get in the frat and get a 4.0 my first semester. I was told I bombed every final next semester but still got a 3.0.
I focused on 2 skills exclusively (with a 73 in spirit stuff and 53 in thaumaturgy), but failed every test involving thaumaturgy. My game ended completely abruptly at the end where I had a single choice with no buildup and clicked what I thought was a spirit option but was apparently the wrong thing, instantly negating every success I had more before by just killing me with a 1 page epilogue that didn't wrap up anything.
Part of the difficulty was overlapping stats; I could never distinguish between Spontaneity and Adaptability, or between Honesty, Determination and Principled. I never even noticed the 'skills' section (communications, creativity, insight, and scholarship), and am not sure how those could be adjusted or checked.
Overall, though, the worldbuilding and writing quality pulled this one through for me. But I kept putting it down when frustrated and took a couple of weeks to play.
Recommended only for fans of magical academia and mob stories.
It's nice to see Chandler Groover experimenting with the Fallen London format. He is known for his Exceptional Stories, and has a very loyal fan base on the Discord, with people saying things like this:
"I'd go as far as to say that groover is the only writer who consistently captures the mystery and beauty of the setting"
"I’m trying to find what I’m thinking of, but my suggestion is really based on the quality of groover’ s writing and also the focus on the everyday person that reveals some deeper truth about the universe"
"Chandler Groover, author of several fan favourite Exceptional Stories, typically agreed to Never Miss"
With that kind of praise, there's a lot of pressure, and it would be easy to fall into repetitive patterns. But I found this story to be pretty different than his others, so much so that I had no idea it was him until the end.
In this story, a magician's assistant is missing, a crocodile is loose in the sewers of London and you must stop it! This includes a sizable segment that is a complex maze, something I never thought I'd see in any Groover story ever, and especially not in Fallen London, a text-based narrative that tends to gloss over movement. This story also has puzzles involving large machines with moving parts.
During your journey, your goals shift, and you end up acquiring a large amount of materials (through the sewers) for a big project. This was a fun excursion, because it lets you see many of the more mundane or boring parts of Fallen London (like the shops in the Bazaar tab) through a fresh perspective as you tunnel into them from below, often finding bizarre leftovers from previous times or hidden-away secrets. The scenes in Mahogany Hall were really effective for me.
The story gets even more strange in the end, becoming almost mythological and filled with guts and animals. It all feels large and epic, but I didn't quite grasp it all. I think that's good, though; I wouldn't want to grasp all of it.
To be honest, the maze didn't really work for me completely, but I enjoy the innovation and would rather see further experimentation like this than a retread of old things. Definitely a memorable story.
As a side note, parts of this gave me flashbacks to All Dogs Go to Heaven, where the sewer crocodile horrified me as a child.
This is an exceptional story, a sizable 'bonus' story provided for those who pay for Fallen London.
This one deals with the devils, a faction in Fallen London that is quite distinct from devils as typically portrayed. This group is a little out of sync with the rest of the world (generally having fashions from twenty years in the future), and are very interested in people's souls but also in creating and altering the laws of reality in bizarre ways.
Some Londoners reacted negatively to the presence of the devils and fought a disastrous war with them. The game has frequently referenced this war and its horrifying outcomes (through different stories involving Bishops and more recently with the Great Hellbound Railway, especially Moulin), but hasn't dedicated many stories to detailed events of the war.
In this story, you meet a manservant of a prince, a servant who fought in the war and is now afflicted by having some body parts replaced with plants (thus, the cover picture of the story). This manservant works with the Bellicose Prince, a child of Queen Victoria who, like most the other children, was (strong spoilers for those who haven't seen royal family stories) (Spoiler - click to show)altered by the use of tainted red honey into a gross monster.(Spoiler - click to show)
This story takes a lot of twists and turns and really is an exploration of war, survivor's guilt, PTSD, and trauma. Like most great fantasy or horror, it uses an extraordinary situation to examine ordinary feelings in a new light.
I hadn't really put it together that the Mary Goodden of these exceptional stories is the Mary Goodden of Ifcomp 2021's game 'Funicular Simulator 2021'. Nice!
This was a really memorable exceptional story (a supplement to Fallen London's main story). While writing reviews for these, I had to look back in my fame history to remind myself what they were about, but this one was firmly lodged in my memory.
One of the main factions in Fallen London is the Urchins, a large number of lost youth who form gangs and steal things. They tend to represent innocence in Fallen London (like in the story Hojotoho, where they pretend to be valkyries and go on 'adventures'). They also have a connection to rain and storm, as they are generally the source of the category of items termed 'Wild Words', which includes things like Primordial Shrieks, Aeolian Screams and Storm-Threnodies. In fact, in the deeper lore they are associated with (Spoiler - click to show)the somewhat-dead god Storm, a vast dragon that has power over the sea, which is what this story deals with and what most spoilers later down contain.
A young girl is marked by (Spoiler - click to show)the God Storm, but you interrupt, entangling you in her life. You are tasked with taking her around and helping her make a decision whether to embrace her new life as (Spoiler - click to show)a vessel of innocent rage or not. Your journey exposes much of the difficulties of life in a foster care system and of a poor life, as you explore the palace, an orphanage, and a former foster home she was ejected from, discovering the sources of her rage.
I found this one poignant and memorable.