This the third Exceptional Story of Groover's that I've played, and I definitely liked this one more than most Exceptional Stories.
In this one, you become entangled in a slug race which, due to the nature of slugs, takes over a month to finish. In the meantime, you must travel all over London to interfere with the race, investigate the mysterious woman behind the race who always plays tango music, and look into the backgrounds of the competitors.
The game was quite a bit longer than I expected, with an extended opening, three phases of the race with two different activities in each phase, and a long and moving finale.
The rewards were good, the lore about hell and the Carnelian coast was good, and the slugs were excellent. Also, I enjoyed having an option to 'Fight the lettuce'. Definitely recommend this one.
This is the first of four Chandler Groover exceptional stories I purchased for research for my new game (I've played his other story Paisley already).
Exceptional Stories are mini-games built into Fallen London's overarching scheme. They tend to have both in-game rewards and interesting storylines.
This one starts off well enough, though not entirely exciting. It's mostly hunting various monsters throughout London with a lot of Groover-esque mentions of food or eating until you end up finding and interrogating a suspect.
I thought it was a bit short but well-done, and then I discovered that that was only half the story. The rest takes you out of London and uses some unique mechanics, bizarre rewards, and difficult choices.
The Lore was good, the related art and the ideas behind the items given were good. It wasn't as good as Paisley (which makes sense, given the time frames) but is better than most exceptional stories.
Worth playing for the memorable monster in the second half and the rewards, especially if you are an early player (if not, you may be more interested in the Lore-heavy option that forfeits those rewards).
I'm fairly certain this is the largest commissioned single-author interactive fiction game ever released.
80 Days has 750K words, and Fallen London (with over 30 authors) has 2.5 million.
The Hosted Game (another label from Choice of Games that essentially helps authors self-publish) called Tin Star has 1.4 million words, making it a little bigger.
This game is 100% in the Wodehousian vein. You are a rich and fairly lazy young man (or woman) who is, unknown to themselves, about to join one of London's prestigious clubs, the Noble Gases.
The story is told with a framing device where you are in the club, explaining to others how you arrived at your present situation. You have the option to retell each of the eight chapters, essentially giving you free save points.
One playthrough of this game took me over 4 hours, and seeing even half the content would take more than 10 hours.
The content branches quite a bit. In each chapter you generally have 4 or more options on how to spend your time, each of them conflicting with each other. In fact, the main mechanic of the game is constantly sacrificing one of your interest for another.
I found it overwhelming at times. I strove to be a subservient and friendly person who constantly tried to please his family, yet ended up with only middling relations with them and everyone else more or less displeased at me. The game allows for that, though, with very interesting writing happening when you fail. I intend to play through in the future.
I spent a great deal of one chapter at the opera (at the expense of other parts). In real life, I love the opera, so it was a little sad seeing my character found it boring. The references in the game are very funny and thrown in everywhere (I even saw a reference to Shakespeare's Cymbeline, which I didn't expect).
To me, this felt like 4 or 5 games in one. By focusing on all the family events and good moral character, I skipped out on all the chances to be a thief, much of the romance, and much of the club activity, but ended up having fun with my aunt's foster orphan and my lovelorn cousin.
As a final note, this is part 1 of a 3 part series, and so most threads are loose by the end of the game.
+Polish: I can't imagine the awful process involved in proofreading and editing a million-world novel with adjustable pronouns. I found no errors, I don't know how.
+Descriptiveness: The writing is lush and filled with snappy dialogue, clever allusions, and funny asides.
+Interactivity: This game takes the same approach as Animalia when it comes to branching: branch a ton and just write a ton of words for every choice, so every playthrough is different but long. It's the hardest approach, but I really respect it.
+Emotional impact: Several choices made me very nervous, and several pieces of dialog made me laugh.
+Would I play again? Definitely. It's like a whole new game, I might as well. I could be a crazy jerk lady-thief if I wanted to.
This is one of my favorite recent exceptional stories.
There are rumours of a special race going around Fallen London, where only the best captains are invited. Surprisingly, you aren't invited, but you know who is, and you discover a bizarre plot.
This story excelled at two things. First, it really uses your traits. I had a Zubmarine, a Hell's Hymn, successful terms as governor, and a monster hunter's harpoon, two things that take quite a lot of work to get, and the game incorporated both beautifully into the story. Many other things I did not have were also incorporated into the story.
Second, it is strongly connected to Sunless Sea. The race course passes by all of the major near-London locations from that game, so seeing the Sphynxes and the Iron Republic was nice.
The story was very lengthy, had memorable characters, and had some of those GO NORTH-like options (i.e. really bad ideas) Fallen London is known for.
Might be worth becoming an exceptional friend this month, as I think it's cheaper than just buying the story.
Edit: There are several alternative takes on this game available in the comments.
This story is one of the main games displayed on the front page of ChooseYourStory.com and has been upheld by some in the community as some of their best work.
ChooseYourStory's corpus was downloaded and used to fuel the original AI Dungeon (although the new version, I think, uses other material), and quite a few on IFDB and intfiction were very interested in AI Dungeon, so I thought it would be interesting to see the source of it.
From the outside, the CYS community is very different from the other writing communities I've been in. For instance, the SCP wiki mods, Choice of Games editors and IFComp voters are obsessed with games being free from typos and errors. So in that sense, it's more like the Wesnoth campaigns and creepypasta sites, where the focus is more on just size of writing and worldbuilding.
Edit: several comments about CYS as whole were removed.
This game is an example of all of these things. In content, it reminds me of nothing more than when I started browsing some fanfiction. The worldbuilding is very detailed, and the content is huge. Reading every branch would easily take over 10 hours.
Structure-wise, it's more like a long chapter-based novel where the next chapter is determined by your choices at the end of each section. Choices are usually binary, unless they are 'reference' choices that give you optional backstory. Out of the binary options, one is usually a death. The graph of this game's choice structure would generally be a tree.
In fact, it's almost like three games in one, since one of the earliest (maybe the very first?) choice lets you pick one of three branches that offer different perspectives on the same story.
Content-wise, this is a dark power fantasy. You are essentially like Darth Vader but in a fantasy world, in the sense that you are a ruthless murderer and assassin in the service of an emperor.
The content is labeled as 'grimdark'. There is content in it that I found offensive, especially (Spoiler - click to show)the main character's penchant for violently raping women before killing them, or the way many women want to be raped, the way that the character helps run a concentration camp to eliminate another race, the character's joy in sexually humiliating or physically defacing others, or acting like King David by sleeping with a married woman then killing her husband discreetly. Interestingly, the only thing that the player regrets is accidentally sleeping with an enemy by mistake when she was disguised as his true love, with him later realizing that it was rape and he feels upset.
I generally just stop playing games in these situations, but in this one, the game was oddly distant from the graphic situations, generally because there wasn't a lot of lead-up. I've been deeply affected by traumatic scenes in stories before, but usually because there was a previous investment in character development to make me care for the people involved and an expectation of normalcy established that made the later broken barriers seem shocking. Like Ethan Frome, for instance, which I hated. Or Vespers, the game, which led me to try actions with awful results with no one else to blame but me for typing them in. In this game, it was more like 'you walk into a room and slit someone's throat to establish dominance'. In any case, I only finished so that I could give an accurate report for my first CYS review (although I did review Briar Rose before).
The author himself seemed to eventually tire of the rape-murder fantasies, leaving much of the second half of the game devoted to political intrigue.
My grading scale is not designed for this type of game, but I'll give it a go anyway:
-Polish: There were numerous typos and other errors.
+Descriptiveness: The worldbuilding was detailed and vivid.
+Interactivity: The game had a lot of real choices, with even dead ends having thousands of words poured into them.
+Emotional impact: Not always ones I wanted, but it was there.
-Would I play again? No, and in the future I'll heed the warnings available on the site for various games.
Edit: It should be added that this game has over 8000 ratings and over 400,000 plays on their website, far outstripping any IFComp game.
EditEdit: I should also say that Champion of the Gods is a game I loved that has a fairly similar concept but without any non-consensual encounters. In that game, it was fun playing a wild barbarian, but the justification for it was much stronger. Also, I played this game with a profanity filter in the browser.
This is an unusual parser game in that a lot of its development went into making it accessible on a variety of platforms, including Apple II, Atari, Gameboy, TI-84 and Dreamcast.
This puts some pretty extreme constraints on a game, which explains a bit why this is in a .z3 format. It would also suggest that this game would have to be under-implemented or small.
But Labrande has fit quite a lot of game into this small package, and that's what took this from a 4-star game for me to a 5-star game.
You land on an island after a plane crash and have to both survive and investigate the mystery of the island.
Gameplay takes place in several portions, each of which involves increasingly sophisticated objects and devices.
The first, survival-focused, portion was fairly linear, which was odd to me, and then once it opened up more I realized that this was just a very large game so its opening, linear segment was larger than most.
This game is at its best when it presents mysteries. When the game first mentioned Tristam Island by name I was instantly intrigued. That was my driving force in playing.
The feel is more like Infocom in that you have large maps with a few useful items in each area. This map reminded me a bit of Planetfall, which had several empty rooms to serve for realism's sake.
The biggest divergences from Infocom are in NPCs and in 'pizazz'. There are few opportunities to interact with others in this game, lending it a quiter feel. And Infocom games tended to be over-the-top, with wild circuses or exciting spy thrillers or time travel. This game is completely grounded in reality, and in fact seems to have entailed a great deal of research.
There are some troubles here and there in terms of responses or synonyms, which is why I would have given 4 stars. But much or all of that is explained by the oppressive constraints one has to deal with to fit a game this complex into a small package.
If you are a fan of retro gaming, I can't think of anything better than to play this on your platform of choice. For fans of parser games in general, I can give this a positive recommendation as something longer than any game in this year's IFComp, and polished.
(Note: I used the provided hints, messaging the author and even decompiling to complete this game. With all those aids, it still took me several hours).
This is the final game I’m playing for IFComp, and was pretty good to leave off on.
In this game, you play as the inheritor (with the rest of your family) to the estate of your Great Uncle. This uncle cared a great deal about commas and had feelings about them that were entangled with Christian religion and Greek mythology.
The game has several puzzles (accessed more or less in order) and all are based on commas. It’s hard to write this review without overthinking my comma use. I’ve already removed two, and now I’m scared.
The idea is clever, the puzzles aren’t too bad, but the implementation is very thin. A lot of empty rooms are implemented, most descriptions aren’t written in. There is conversation, which is good, and some complicated things have been implemented. But overall this would benefit a great deal from custom responses (you can see all possible responses you can change when in the IDE by typing RESPONSES ALL). The locations could also be cut down or made more vibrant and interesting.
Overall, though, this was a fun game to end up on. Thanks for making it!
-Polish: Could use a lot more custom responses and descriptions.
-Descriptiveness: Most of the writing is bare-bones.
+Interactivity: I enjoyed the puzzles.
+Emotional impact: Fun from puzzles.
+Would I play again? Yes, maybe next time I'm going to be working on long-form fiction.
This game was created as part of an MFA in writing at the University of Pittsburgh, where it was accepted as part of the program’s requirements, the first time a game has been accepted as part of their requirements. The author has also taught classes in Narrative Design in Twine.
This is a huge Twine game. The main idea is that you experience randomly-selected stories, and in between them a greater story builds up. You must acquire certain attributes or tokens to sell to advance.
This game correlates well with my experience of the academic environment vs submitting a game for evaluation by the wide world through publication or (in this case) IFComp.
The academic ‘audience’ is typically 4-5 people, the members of your committee. If its anything like math, the committee will likely spend very little time looking at your work, trusting perhaps your supervisor who has had weekly meetings with you to assure you that the work is high quality. For this game, I suspect the committee likely played for a few minutes until a death happened. In this environment, appearing to be a big time investment is the main goal, and appearing to be deep is another (which this game accomplishes by referencing racism and misogyny).
In the ‘open world’, though, other things are valued much more, #1 of which is a lack of bugs and typos, of which this game has many. For a large game entered into the competition, it needs far more testing, and hopefully publishing a proofing copy on Twinery and running it through grammarly or hiring an editor.
The game also uses very slow text in the middle. It features an undo feature which is very helpful, but if you reach a segment where you have to pay more tokens, even very late in the game, and you die, there is no choice but to restart, playing through the entire game.
I definitely think this work is valuable and I think that this is worthwhile to make, but it’s difficult to please two groups of people at once, and making a game that appeals to a wide audience is something that takes practice and a lot of help from others.
-Polish: Needs more polish.
+Descriptiveness: The game was very descriptive.
+Interactivity: This was good for the most part; the tokens are what got me.
+Emotional Impact: This game made me think a lot about my own past in academia.
-Would I play again? No, it felt a little too dificult to go far and the tone of some of the segments left me cold.
This is a game seemingly designed to be inscrutable. The prose is dense and hard to comprehend, and the structure in the opening sequence is a series of almost randomly highlighted words that lead to musings on those words or the reason you selected them.
Overall, I’m not quite sure if the author succeeded in their goal. Was it contemplation about our place in the universe and its effects? Was it poetry? Was it a meditation on life? I’m not really sure.
And what effect did the Thief have on others? Make them believe only the Thief mattered/existed? I’m not sure what that means.
+Polish: I didn't see any errors.
-Descriptiveness: I found the text vague and imprecise.
-Interactivity: In the first section, it's hard to know what to pick; in the latter portion, there's only one thing to pick.
-Emotional impact: This game didn't land for me.
+Would I play again? I might take it for another spin in the future to get more impressions.
This is a medium-length Ink game where everything breaks loose at a dinosaur park.
I saw this game with one of the authors guiding us through it at the Seattle IF Meetup. I appreciate the witty humor and the world model that lets you travel around.
I think there are a few things that need to be ironed out. There are instant deaths without undo, but it does have save points to help you restart. A bit more troubling is that there is often not any indication of what path is most likely to lead to success. This was typical of CYOA books, but those books allowed instant undo and instant traversal to any page at any time. I’ve often thought that successful ‘puzzly’ IF is based around making the player feel smart, so giving them hints to pick up on is really helpful.
The other thing that I think could be improved is the story pacing. I think the big moment in the middle needed a bit more buildup. It’s possible that there were more clues hidden in some of the options, but as Emily Short has recommended in the past, if you’re writing a branching game make sure that it’s impossible for the player to miss your story. If a beat is essential to understanding what’s going on, make sure that story beat is hit in every playthrough.
Otherwise, I found this game fun. I couldn’t get to an ending (in the Frogger version, the best I got was rescuing a guy out of water before dying, and in the lab, I got in a weird repeated cycle where I kept getting ‘sneak’ and ‘distract’ and one other option, and I couldn’t figure it out). Glad to see Ink being used!
-Polish: There were a few typos (like helicoptor) and the laboratory ending with the dinos seemed off somehow.
+Descriptiveness: The writing is full of interesting descriptions of things.
+Interactivity: Even though I was frustrated, I felt like I had real options near the end.
-Emotional impact: I felt like there needed to be one or two additional scenes for buildup before dramatic sections (that set up the feeling or more tension)
+Would I play again? I'd like to find a successful ending.