Reviews by MathBrush

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For All The Saints Who From Their Labours Rest, by James Chew, Failbetter Games
1 of 1 people found the following review helpful:
Discover the secrets of a new saint caught between Hell and the Church, August 4, 2021
Related reviews: about 2 hours

This is one of Fallen London's Exceptional Stories that gets recommended a lot.

Exceptional Stories are IAP's for the main Fallen London game. Each is its own self-contained story and usually comes with a reward worth 62.50 in in-game money, which is a lot for new players and a moderate amount for endgame players.

In this setting, Hell is next to Fallen London (although it's not quite the Hell of classic Christianity and the devils are not more evil than others in this setting). The Church of England still exists but has adapted to deal with these changes.

This story concerns a new Saint which is appearing in different texts. You have to help an eager deacon to hunt down where this info on the saint is appearing from and deal with his leaning between the Church and Hell.

The highlight of this is probably taking a train down to the Marigold station (the last stop before Hell, and something you can reach on your own very late in the game by becoming a railroad baron) to see about this Saint for yourself.

The very good exceptional stories coming out recently mean that this one doesn't quite live up to their standard, but it was still very polished descriptive, and with some great payoff moments. I would consider it to be one of the better exceptional stories.

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Gruesome, by Robin Johnson
4 of 4 people found the following review helpful:
A classic adventure from the grue's perspective, August 2, 2021
Related reviews: about 2 hours

I beta tested this game.

This game is written using the author's own Versificator system, an excellent system built up over many years.

In it, you play as a Grue in a classic adventure. However, you have no interest in murdering adventurers. But you do want to get them out!

The game reverses several parts of classic adventures. Instead of mazes, you move through orderly access tunnels. Instead of finding light sources, you find ways to dim light.

This is a clever reversal and a fun way to play.

The only thing I had trouble with was the overall main mechanic of rescuing adventurers. The puzzle structure is organized in a way where it's hard to know you're making progress until you've figured the whole thing out. But that's mostly a personal reaction and may not apply to others.

I also played this as part of the Seattle IF Meetup and think it's appropriate for group play. We all had a lot of fun!

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The Big Fall, by Daniel River
3 of 3 people found the following review helpful:
A promising detective game that doesn't completely deliver, July 7, 2021
Related reviews: about 2 hours

I'm a big fan of the detective genre, and it's always nice to see a long-form game come out.

This is a big game, spread over a dozen or so locations and three days. It's ambitious, with many scripted events, NPCs, and action scenes.

These kinds of things are hard to pull off. The game handles pretty well during the first day, and I spent a long time with this game up on my desktop trying to work through without hints. As time progressed and I went through the days, there were more and more holes in the system until I ended up relying entirely on the hints, although those had a gap ((Spoiler - click to show)escaping the rope).

The game has a lot of good parts, and credits several testers. The kind of problems that are left seem like ones that are typical for this type of story: one where the author seems to know exactly how each scene should play out and what the player's logic is. The problem is that 'the player will get it wrong', like Stephen Granade once wrote. It's very difficult to guess what people will try unless you have many many testers or constrain the player somehow (by reducing the number of items or by using a choice-based system, or by giving leading hints that increase the more you do the wrong thing).

My overall rating:
-Polish: There are several remaining bugs.
+Descriptiveness: For me, I enjoyed the writing and setting generally.
+Interactivity: The bugs or missing hints threw me off, but I liked the conversation and map movement. Some parts didn't work for me, but overall it was good.
-Emotional impact: Great at first, but kind of petered out at the end. I can't explain why.
+Would I play it again? If it was updated, I probably would!

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The Alchemist, by Dariel Ivalyen
2 of 2 people found the following review helpful:
A long fantasy Twine game with two romance options and high fantasy, June 22, 2021
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I saw this game on a list of 'Best Twine/Ink games on itch.io' I've been working through: https://itch.io/c/1424718/twineinky-if

This one felt like a good fantasy visual novel without the visuals. It's a longer game with a bunch of mini-quests inside one big quest, a mini-game involving making a potion, and two young and attractively-described characters (one male, one female) who are both interested in you. There's a lot of world-building: you are an alchemist in a fantasy city with a complex hierarchy of Gods and an entire world history.

It's not perfect; the interaction was too often 'click to see what happens next' or 'click to do the clear right thing or not' for my taste, but it should feel right at home for most fans of visual novels. Also, so much gets unused, including most spells and recipes and most of the money system. I enjoyed it overall, though, and the romantic options were fun.

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Stay?, by E. Jade Lomax
4 of 4 people found the following review helpful:
Fantastic time loop fantasy dating sim in Ink, June 15, 2021
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I generally enjoyed the first time I played through this game. It seemed like a twine game with a visual novel-type structure, with a few major choices (mostly what to study and who to romance), a lot of time skipping, and, for some reason, a lot of 'keep doing this or stop now' options. I thought it was okay.

But then it looped for the first time, and I was hooked. This is a game about living many, many lives. The author has a great trick for nudging the player forward while making them think it was their cleverness that got them that far all along.

I played through 7 or more times until I got an ending I really liked, but there's a lot more out there to discover. This is a game offering what feels like real agency (even if a lot of it is smoke and mirrors, where the game puts you into the 'best' options after time) and memorable characters.

I saw this game on several 'best of' lists, both on here and on itch.io, and it definitely lives up to it.

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For a Dream of Innocence, by Nigel Evans, Failbetter Games
1 of 1 people found the following review helpful:
A darker story about Rubbery Men and an experiment gone wrong., May 19, 2021
Related reviews: about 2 hours

This is an Exceptional Story for Fallen London. In this exceptional story, you are drawn into the story of a scientist experimenting with the rubbery form. This draws unwanted attention for them, and you have to track them down.

There's plenty of new background material for rubbery men here. Rubbery men in general have always served as a sort of allegory for different types of discrimination, although they are also used just as an example of 'cool weird being'. This story stands in stark contrast to their more recent 'advances' in Fallen London society, where a rubbery man ran for mayor, several have nice stalls at the bone market, and options to be violent towards rubbery men have been reduced, all seemingly stepping away from the 'rubbery men represent oppressed minorities'.

This story emphasizes the 'otherness' of rubbery men. They stink, they gurgle horribly, you feel uneasy around them. It felt weird to me, to be honest.

The main story has some surprises I won't go into, but much of your time is spent in a kind of homeless rubbery camp under a railway bridge. The mechanics here are unusual but work once you experiment for a while with passing time. You learn more about the rubberies and their ancient ancestry, and have a difficult choice to make at the end.

Overall, the writing and mechanics here are interesting, but a few things took me out of the story, such as the more grim depiction of rubbery men.

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Medicum Veloctic, by Lawrence M Marable
3 of 3 people found the following review helpful:
A gay love story between superhero and doctor, April 15, 2021
Related reviews: about 2 hours

This game is primarily about the romantic relationship between two men, a superhero and the doctor boyfriend that patches him up all night. It focuses on feelings, passion, includes photographic images of the main characters kissing.

It's quite long, and has a recurring mechanic where you have to select the correct option for treating your boyfriend out of a dropdown menu, using a medical guide you wrote yourself for guidance.

The interactivity is pretty great in this game. The main mechanic mostly worked for me; if you get it wrong, it just sends you back.

The writing was pretty lush (I don't know if that's the right phrase), almost over-the-top. In general, with the plot and writing, it felt like a light romance novel in a dark and gritty setting. Your boyfriend is tormented by the fact that he violently attacks criminals and puts them in the hospital, but feels morally obligated to do so.

There were enough typos that it was a noticeable problem, although many pages had no errors and most that did only had one.

This is one of the longer games in the comp. Interestingly enough, the longest game in the comp is also a gritty doctor-themed romance. Here's my rating:

-Polished: Looks great visually but needs another pass with editing.
+Descriptiveness: Very descriptive, grounded, uses various sense.
+Interactivity: I liked the doctor mechanic.
+Emotional impact: It didn't completely grip me, but I was invested in the characters.
+Would I play again? I might check to see if there's another ending.

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The Frequently Deceased, by Emily Short, Failbetter Games
1 of 1 people found the following review helpful:
Search for a governess who has repeatedly died, April 14, 2021
Related reviews: about 2 hours

This was a great Exceptional Story by Fallen London.

When I first wrote reviews, I wrote a lot of dumb things (a habit I have kept to this day). When I first reviewed Bee, I think I wrote that 'Short doesn't write choice games as well as those like Porpentine who exclusively write choice-based games'. (I've since removed it).

The thing is, by now Emily Short is one of the most experienced people out there in Choice-based narratives, and quality-based narratives. This exceptional story, written a few years after Bee, shows complete control and artistry with the medium.

Your character is asked to investigate the disappearance of a governess who had been killed three times already (death being a relatively minor inconvenience in the setting of Fallen London). To learn more about her, you go an a quest across all the main areas of Fallen London, learning more about how servants in every area live and providing insight into a class of people often overlooked in these games.

In addition, the story has very nuanced characters with individual narrative arcs, like the children and the governess herself.

There was a Flash Lay (a randomized pursuit) in the middle of the story which is a mechanic that I think is independent of the main story in terms of content; I found that a little slow and not as interesting as the rest, but I don't think it was developed directly as part of this story.

A fascinating character study and a satisfying mystery.

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Eleanor, by Rob
3 of 3 people found the following review helpful:
Custom windows executable parser surreal game, April 14, 2021
Related reviews: about 2 hours

This game has many flaws, but I like the heart beating underneath them.

Where to begin with the problems? It's windows only; it requires installing a program on your computer; it is a custom parser that doesn't recognize very many things; it's a game where the game itself is unsolvable without hints but the hints themselves are puzzles; it has a timer that kills you repeatedly (but you can reset the timer by moving up or down, but if you die it doesn't matter because typing in the wrong filename for the 'restore' option brings you back to the moment you died); the INSTRUCTIONS command gives a list of commands, none of which actually are useful in the game except maybe 1 or 2; the game has popups which use pixelart cursive text, perhaps the most unreadable choice of font I have seen; it employs voice acting that sounds like it belongs to a very different kind of game; there are numerous typos and getting the right answer depends on using non-idiomatic English; etc.

Behind all of that, I found the game fun on two levels. One being the surreal setting. Exploring a dream world while in a coma is an old trope in IF, but I always have fun with it.
Second, the game being so difficult to parse out almost made solving it more fun since it gains a second layer of puzzliness, the two layers being 1. figuring out what the solution should be, and 2. figuring out how the author wanted it written.

I only scored 10/18 points, so if anyone figures out how to open the door in the hourglass room, let me know (I already dealt with the hourglass itself).

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Creatures Such As We, by Lynnea Glasser
6 of 7 people found the following review helpful:
Long choice based game about escapism, choice, and the moon, March 26, 2021
Related reviews: about 2 hours

I've often pondered on my reasons for reading novels, playing IF, reading stories online, etc. I've talked to my family about it, and my answers to why we escape and whether it is good changes fairly often. I also was oncea professional video game developer.

This game, then, drew me in completely. This is a choice-based game about someone who is trying to understand escapism, its role in life, its benefits and drawbacks, the meaning of art, etc.

It was fun to play the character as myself, giving the answers and reactions I would. I was happy with my ending.

It was funny to play this game after Ultra Business Tycoon III,and reading online debates over whether that game is winnable, and what it would mean if it is not winnable. I don't necessarily recommend playing that game first (Porpentine has better games, like Howling Dogs), but it was interesting.

Lynnea Glasser tends to make very good games. I didn't like Tenth Plague on philosophical grounds, but Coloratura was fantastic.

This game contains several instances of strong profanity near the beginning.

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