This is an Exceptional Story for Fallen London. Exceptional stories are chunks of additional content for subscribers which can also be purchased separately.
This story takes a lot of strange terms, some of them very dark. One warning for a kind of content that might trouble a lot of people (even people who usually don't need warnings): (Spoiler - click to show)possible animal abuse. More specifically: (Spoiler - click to show)you can voluntarily choose to murder a sentient elephant and watch it die and get harvested for ivory. This is only a small side part of the story and not the main thrust.
In this story, there is a mysterious band of thieves that seems to be making enormous amounts of money, but without any apparent victims. Your job is to figure out who their victims are.
This ends up being tied to some of the deeper lore of Fallen London, specifically (names of factions it ties into): (Spoiler - click to show)Parabola, the chessboard, and the Red Handed Queen. It has some significant choices that gave me pause, and features a lot of duality, which is a favorite topic of mine to play in IF.
Overall, I would give this 4 stars, except it features a couple of concepts I personally enjoy quite a bit.
This is an Exceptional Story from Fallen London, a piece of additional content for subscribers that can also be purchased separately.
In this story, a group of the Tomb Colonists (older people who have pushed Fallen London's immortality too far) desire to experience true death through the ancient Totentanz, a mystical dance that releases the dead into a dream world.
The dance is connected with the Third City, a predecessor to Fallen London from pre-Columbian America that ended in a horrible tragedy. It's also connected to moonlight, which in Fallen London shows things how they would be, not how they are.
Most of the story revolves around assembling the various parts of the dance. This includes visiting a mad scientist, hunting down a mysterious woman all across London, and attending a high stakes auction.
The concepts are interesting, but some of the interactions feel a little like filler. Definitely a good one for fans of the tomb colonists, though, or Mr Wines.
This is an Exceptional Story for Fallen London, a kind of additional content that subscribers get.
This story features a prison with three inmates. The prison, a fixture in many Fallen London stories, is a giant stalagmite that has been hollowed out. There is an infestation of sorts in a higher level, so prisoners are getting moved lower down where there is, unfortunately, less room.
So you are sent in undercover to determine who should be released. The characters are a notorious pirate captain who may actually be a decoy, a retired spy, and a sentient tiger (a not uncommon kind of character in Fallen London).
The writing is excellent overall, but the storyline, I feel, tries to be too many things at once. It's a character study, it's a mystery, it's survival horror, it's political drama, it's romance, and I feel that there's just not enough room in the story for all these threads to be pulled together, especially since the interactivity means that some plotlines won't be followed up on.
This is a Fallen London exceptional story, a chunk of additional story-focused content available to subscribers (or on its own, for a heftier sum).
This story focuses on a new brand of makeup being sold door-to-door in an MLM format, with people recruiting others and getting bonuses for it. The makeup is based on the Neathbow, colors in Fallen London that have magical effects (like forgetfulness, remembrance, dreams, emptiness, etc.).
The collective is trying to disrupt Victorian London society by giving greater power to the lower classes. The establishment is not happy about this.
You become one of the recruits, but you become embroiled in a dispute from the far past. Features cats, royalty, Egypt, a striking main NPC, and the other side of mirrors.
This is an excellent character piece, but that is its only distinguishing quality, unless you are especially interested in social reform.
This is the final German IF Grand Prix 2022 game I played. It's a static pdf that's a gamebook.
You keep track of an inventory, health, money, and time. The main gameplay revolves around rolling dice for combat with slimes and kobolds, as well as, later on, some human combatants.
There are several 'grind zones' where you can fight with enemies and gain wealth as long as you like.
I found the game fairly tough to play as intended the first time through, with only 5 health and a lot of enemies that have a 33% chance to beat them per roll, and losing 1 health per loss. But it was fun.
I felt like the setting was often a bit generic, kind of like a random JRPG (you have villages with inns for recovery, slimes are the main enemy, etc.)
Overall, not life-changing but fun for a short time.
In this game, you crash-land near an abandoned arctic station and have to find your way to civilization.
I was worried at first, as playing a commodore 64 game in a foreign language seemed daunting. But the game actually has a great layout emphasizing important items and directions, and had many simple shortcuts to make the game easier.
There could be some improvements overall; the game is fairly short, not a lot is explained, and there's at least one typo I noticed. But I definitely appreciate the simplicity and it had a cute animal NPC.
This is an Exceptional Story, a bonus piece of content for subscribers which can also be purchased by itself at a premium.
This story centers on spiders. There are a variety of spiders in Fallen London, from the sorrow-spiders that hatch in eyeballs to their larger cousins like spider councils or senates, huge beings formed from conglomerates of smaller ones.
This features the spiders of Vesture, a kingdom on the Elder Continent. Fallen London takes place in a giant cavern called the Neath, which has a variety of locales (such as Hell). The Elder Continent often seems to intentionally evoke North Africa as well as Eden, and is connected with immortality and life.
Vesture is a kingdom made of an alliance between spiders and humans. This story examines that connection, entangling you in a royal family's dispute about how to handle the death of a great, vast spider and the fallout that will bring. Family loyalty and tradition vs progress are the main themes.
I enjoyed the story, but felt a little constrained. There are some very meaningful choices (including a permanent companion and very different endings), but I didn't feel like I really shaped the story, mostly witnessing someone else's story and stepping in at the last moment. I prefer the exceptional stories where you take a more prominent role, even if it's all still scripted.
This is an Exceptional Story for Fallen London, a kind of content that comes out once a month to people with a subscription, or can be purchased later for a significantly heavier cost.
This story has a quite charming premise. The city of Fallen London is ruled by Masters, hooded, alien figures that each have a different 'domain'. Much of the progress in Fallen London's main storylines centers on the Masters and how much you know about them, so info on them is generally considered rare and precious.
This story focuses on Mr Stones, whose domain is all things beautiful, especially diamonds.
A smuggler needs help with a diamond and Mr Stones. But instead of robbing him of a diamond, he wants you to 'plant' a diamond from the surface. Why? Because (Spoiler - click to show)it's a cursed diamond, one that brought empires to downfall. Specifically, it's the Hope Diamond. Things go wrong, though, and you end up trapped with the smuggler, a furious Mr Stones, and a clay golem-turned-Quaker, kind of like a bottle episode of a sitcom.
You can end up learning quite a bit about Mr Stones himself, probably the biggest backstory reveal we've ever had on him and just about the deepest possible level of lore.
Mechanically, there were options to try to save certain people and whether to trust or betray. It was generally satisfying, and I think this one is worth playing, but overall it didn't exceptionally stick out. This may be due to the overall high quality recently.
This game is custom-written in C++, and has you wake up on a ship that is malfunctioning. You have to figure out what's wrong with the ship and repair it.
Pros: The game has lush and vivid descriptions, and has an interesting environment with generally logical and often physics-based puzzles.
Drawbacks: The implementation of some synonyms and nouns is lacking somewhat. As a non-native speaker, I often just put the wrong words in, but I frequently found commands that worked in other German games didn't work here (like 'hinab'). Furthermore, when I was super lost, I discovered the code was public, including some test walkthroughs, and in those test playthroughs the testers tried the exact same things I did, which means the author was aware of the problems and either could not or chose to fix them, leaving the implementation a bit choppy.
A problem for non-native speakers like me (not factored into the score) is that there are a ton of non-useful items cluttering up each room, with a single useful item in most rooms. So you might have an exercise room with a cardio machine, stationary bike, weights, etc. each with a long paragraph worth of description, but only one of them has anything useful on it. So I found this quite difficult to play, whereas a native speaker would have a much easier time. It made me think about how my English games could be improved for non-native speakers.
This game takes place in a small apartment after you have moved in with your wife Laura. Most of the house is filled with packed boxes.
This game is remarkable for what it doesn't tell you, kind of like 9:05 in several ways. I've played several games by this author before that I felt like were rich and vivid. In contrast, this game is stark and minimalistic.
Essentially, you're trying to fall asleep but you feel a bit agitated. You need to find ways to calm yourself. There's a timer before you have to wake up at 7.
In the middle of the night, things change. You're awoken by a disturbance and need to investigate it.
I imagined that this would open up new areas to explore, but it didn't, really. Instead, careful exploration is required and you need to think about what kind of things would work logically for you in this situation.
In the end, the game was very polished, purposely non-descriptive, had interesting interactivity but didn't really connect with me emotionally. I could see myself playing again.
Note: I had to decompile to figure out some actions.