This is another game from near the very beginning of Choice of Games, and I think this one works well.
It's different from more 'modern' games in that each playthrough is short and there are a lot of ways to mess up or die early. So if you screw up everything your game can be significantly less than an hour, with a 'successful' game being a lot longer.
But the shortness of the dead-ends go well together, since it encourages replay and (more importantly) this game has a lot of different paths to success. You can meet completely different characters in different playthroughs. I'd say about 30% of my two playthroughs was repeated material.
I enjoyed how the stats were clearly differentiated from each other. Although, the game kept relationship stats hidden. There doesn't seem to be any romance in this game (though sex is mentioned). Each stat gets used in a variety of ways.
The characters all have different interactions with each other, some of them detesting each other.
All in all, it was short and fun.
Well, if you enjoy games where you can play as a hard-drinking, cheating professor, stealing artifacts, snorting lines of coke and hitting on students, this is definitely the game for you.
That's not really my style. This is an early choicescript game. In the beginning, they had 3-4 pretty great games in a row, but they didn't really know what worked, and that resulted in a string of very short games with weak use of stats, unfulfilling scenes and hit-or-miss humor that was often miss. After that, they hit their stride with some games that are still awesome to this day (Slammed! and Choice of Kung Fu, for instance).
That said, this game is still well-polished, with few, if any errors, and the interactivity generally worked for me. I had to sweat over a few choices, and they had actual consequences.
At 68,000 words, this game is a tenth of their most recent game (Luminous Underground) and a little less than half of the average game.
The story is about you, an archaeologist, hearing rumors of an ancient Incan city, the 'City Lost in the Clouds'. You have to dodge Columbian militia and ancient spirits to explore the city, and then safely make it back.
This game was recently in the 'Most underrated Choicescript games' poll, and was second to last (before Treasure Seekers of Lady Luck, which I actually like). If you play even 1 or 2 choices of the demo, you'll instantly know if you like it or not.
This game, in my opinion, faithfully captures much of the feel of the Odyssey.
In it, you play a greek hero (or from a neighboring country), child of a god (which one is your parent is selectable), trying to get home after sacking Troy.
It recreates many of the familiar scenes but leaves several surprises. So, for instance, you can visit the Lotus eaters or the cave of the cyclops, but you could just as well end up recreating the Labors of Hercules.
This is currently one of the top contenders for 'Most underrated game' on the choice of games website, and it makes sense, both that it is underrated and that people like it.
It makes sense that it is underrated because it uses loss, failure, and fate for a stronger narrative. I've seen before that Choicescript games that focus on those tend to be less popular, since they make players feel like their choices either are wrong or don't matter.
On the other hand, they do combine to make an interesting tale, and I felt like the ending choices especially did a good job of setting up competing interests.
It was a bummer that the game sets you up as married and also as having many possible love interests. It's completely faithful to the original story, but it makes all romances besides your wife cheating.
Overall, the writing on this is strong, at the expense of reduced player freedom.
This chooseyourstory game has a setup that's a lot more complex than most. You have an inventory, stats you can train, etc.
You are an ordinary man in an ordinary job when a mysterious package changes your life. You're taken to a spy agency and given a dangerous mission.
The opening segments have an inventory with clickable links, but later on that seemed to disappear in favor of choice-based inventory (like when choosing what to take out of your trunk).
The pacing is good, with a strong overall narrative arc. Some of the endings happen a lot sooner than others (I think there are at least a couple dozen endings), so it can be worth backing out and trying again, even if you get a good ending on the first try.
Here's my five-point scale:
+Polish: This is a pretty complex game and I didn't run into any bugs/spelling errors.
+Interactivity: I really felt like I could dig in and strategize and try different things. Even with unlimited undo's, you can get so far into some branches that it's hard to cheat the system, which is nice.
+Descriptiveness: Most of the characters are just spy stereotypes, but the level of action was good.
+Emotional impact: I felt interested in the game and enjoyed seeing what came next.
-Would I play again? On the one hand, the game has a lot of endings and different replayable parts. On the other hand, I feel like the whole thing could use just a little bit more 'something' to be completely compelling, like a really cool opponent or a love interest (or someone who's both!). I know that's not very specific, and maybe that already exists in one of the other branches, so this is totally subjective.
This is a very long game. At 600,000 words, it's only half as long as Jolly Good: Cakes and Ale, but has much less branching, I believe, as my total playtime was over 10 hours, a first for a Choicescript game for me.
Just the first two chapters alone felt longer than most Choicescript games.
You play as the leader of a two-person team of ghostbusters. It's an alternate world where the year is about 1100, there are different gods, different timeline, etc.
There's a lot to admire in this game. The last few chapters are exciting, and some people on reddit and the CoG forums seem very happy with it. Overall, it's a polished experience.
But I feel like it suffers from several structural issues.
One of the biggest for me personally is that the first 2/3 is relentlessly negative. The game starts with you failing something, and you fail over an over again. Frequently the choices are between 3 ways you messed up. Your character is pretty negative too, with a different choice being 3 ways to express you are hopeless, or 3 ways to express that you think other people are jerks. This game also has a lot more choices where you have to pick which of your stats go down, more than any other Choicescript game I've seen. Some people like this; someone said on reddit that they're glad it's not just another Chosen One story like most others.
I'm naturally optimistic, so I found the negativity grating. The last 1/3 is definitely more cheerful.
Another issue is repetitiveness. The first 6 or 8 chapters have the exact same pattern repeated a dozen times:
You're called into the subways to deal with a threat. But, this time, it's going to be just ordinary. Ah, but you get a sinking feeling that something's wrong. You experience a minor ghostly threat and finish it off. Then you encounter something magic-related that no human has ever encountered. Then you go home.
Some relationship choices are forced. You'll always feel sorry for Alice, you'll always decide Junker is a jerk (for most of the game, at least).
I think Choicescript games thrive when the author uses external forces on the player instead of internal. That's why school, war, and high society games work out so well: if your principal says you have to do something, you have to do it. If your rich uncle says you have to do something, you have to do it. If your enemy blows up the bridge, you have to find another way around.
But this game will frequently just decide for you what your player will do in situations where it would be natural to let you choose for yourself.
Overall, I think this game will appeal most to people who love to sink into an alternate world. Its length is enormous and there are definitely different paths I'd do in a replay. I was negative about a few things, but I definitely feel like this game is worth its cost. But I definitely think that the author should write another. Nothing helps as much as experience, and the later chapters with more action tell me that they learned as they went, and the length of the game shows they can make content.
Edit: Some other positives that came to mind are the large cast of characters. And it's true there is a crewmate that takes over the show, but I kind of liked there plotline, which was bizarre and seems like a very specific but fun fantasy. I felt like I had real choices in the final chapter, and sweated over a few in a good way. Finally, the blend of fantasy and sci-fi was done masterfully.
This game is definitely my style of game but may not be everyone's. It's a city simulator in Choicescript (like Silverworld, Ironheart, or The Fleet), but it's set entirely in a Dungeons and Dragons-type setting, with liches, goblins, and dryads.
The game has a large scope with each element having less focus. It's like the opposite of Cryptkeepers of Hallowford, which has the entire game focused on a single dungeon over a couple of days. Instead, this is a youth-to-death game, starting with when you found a village and ending with your death.
During those decades, your main choices are romancing people, dealing with 3 sets of interpersonal conflicts that fester over time, and managing your village's economy, defenses, education, etc.
Some events are recurring, like a choice on what public buildings to work on or what part of the economy to prioritize. Other events are special, like getting a chance to find magical books in a tomb underground.
The first chapter is significantly different from the other chapters, as it has no sim features.
My ending was pretty abrupt, as I died in battle and got one page afterwards. I'm not sure if there are longer endings for the other paths, but it was generally satisfying.
This game is pretty polarizing in interesting ways. It has over a thousand reviews on the iOS omnibus app and is usually high on the bestselling list, but it has a 6/10 rating and < 4 on google play store. A lot of those ratings are from people who hate games with transgender and non-binary options, which this game has a lot of.
Also, there are reviews complaining the game is way too short and others complaining it drags on too long. I feel like it's a game with a ton of threads, each of which is passed over fairly quickly, including your personal narrative. Has a lot of replay value, though.
This game probably recreates my childhood experiences of reading CYOA books more than any other.
The chooseyourstory format is adapted more to CYOA books. Most Twine and Choicescript games have shorter text and more frequent choices that frequently meet back up later because it allows you to reuse a lot of text and code. Making a game where every branch goes somewhere different is usually too tedious to code, although some people have done it (like the game Animalia or Porpentine's Myriad).
But a lot of chooseyourstory games seem to get over the problem of needing to write a lot of text by just writing a lot of text, ending up with games with hundreds of thousands of words.
This game is meant for kids, I'd say between 10 and 13 or 14. You are sucked into a fantasy world where you meet strange wizards and adventurers.
There are few choices in this game but a ton of text in each one, and each choice branches a lot. Some are dead ends, but the engine lets you go back and retrace your steps quickly, which the game seems to encourage. This makes the small number of choices make sense, since each replay goes quickly, like paging through an old CYOA book.
I enjoyed it overall, and it gave me some ideas for my own writing.
In this game, you play as a youngish spaceship pilot and former spy. You come across two strange young twins and accompany them across space on a quest involving sentient computers.
This game has a lot in common with other games like Rent-A-Vice, The Martian Job, The Road to Canterbury and a few other games, in that it sacrifices player freedom for a better overall storyline.
For instance, in this game, there are times where you have four ways to be skeptical, but no way out of it. Or you have 4 ways to agree to a reckless mission, but no other options. Most of your choices are about how to react to dramatic outside events rather than acting on your own.
This technique has some advantages, which is perhaps why all the Nebula Award nominees use it, since it makes story beats more effective. But gameplay suffers, I think.
The overall mystery surrounding the twins was fun to see play out, and the plot and worldbuilding are interesting. As for the stats, there was a lot of overlap between them (how can you tell if a specific check is for Gregarious, Smooth Talker or Social Butterfly?), bonuses were few and far between, but the story seemed to handle failures well.
Overall, it was definitely worth playing, but I believe that it could have used more meaningful player agency, especially in choosing how to roleplay.
I received a review copy of this game.
This game (the first Fallen London Exceptional Story of 2020) deals with an auction at an abandoned taxidermist's estate, where the mysterious Vicomte de V________ shows up (where rumours abound that his reflection cannot be seen in mirrors, that he likes his meat VERY raw, etc.)
Interactivity is unusual in this story, and it seems like Groover is still playing around with new ways of getting interactivity in the Fallen London format.
(Only mild spoilers follow about the story structure, but I'll tag them in case people want to be surprised)
(Spoiler - click to show)You are provided four different new lodgings in this story, each of which you have to move into at different times. In each lodging, there is at least one repeatable story you can use to farm things, as well as an unlimited draw deck that lets you either explore the lodgings or attract the Vicomte's attention. If you attract too much attention (or do it on person), he comes.
Following that, there is a final confrontation and denouement.
The rewards are interesting, seemingly strongly focused on the bone market. I gathered more bones than I've gotten anywhere else in the game, as well as substantial amounts of Nightsoil of the Bazaar and (the biggest thing) (Spoiler - click to show)a Soothe and Copper longbox.
The different lodgings all seem like 'haunted' versions of regular lodgings, which I thought was nice.
I wasn't captivated with this story, but the mystery was a good one, and the finale definitely made me more invested. Also, having a permanent lodging as a reward is also nice.
The overall concept is a great way to take a familiar concept and make it work in the game's universe. It reminds me of Dr Who doing similar things, using sci-fi to explain stuff like witches.
This is not my favorite Groover exceptional story, but not the worst, and definitely better than most other exceptional stories
Here's my score:
+Polish: Eminently polished
+Interactivity: I'm intrigued by lodgings, and seeing them used in this way worked for me. The card deck required some stumbling around to operate, although I suppose all the details were in a handy pinned storylet.
+Descriptiveness: The lodgings were distinct and unique, and the Vicomte himself was disturbingly written in conflicting ways that left me unsettled.
+Emotional impact: Mostly unsettled and surprise at the ending.
+Would I play again? I would definitely be interested in seeing other paths.
This is a good game overall from a great author, so I have no doubt that most people will enjoy it.
I had a good time with it, but I wished for a bit more. I love the works of Kreg Segall, and I love Shakespeare, but I felt like this game missed both my favorite parts of Kreg Segall and my favorite parts of Shakespeare.
You play the child of a local nobleman who has arranged your marriage to a much older noble. Your father is in ill health and also in ill temper due to predations by forest bandits and advances by rival nobles.
You escape (in cross-dress) to the forest where shenanigans ensue.
I found the ending satisfying, but the start felt a little slow and bloodless to me. I admire Segall's game design most when it offers a variety of competing goals and interests, while I felt like the only real goals here were 'deal with your dad' and 'find someone to love'. A lot of the story felt constrained to hit certain plot points (such as having to eavesdrop on your father, having to remain in your disguise at points where it would be logical not to, etc.).
These choices would make sense if they were forced by being faithful to Shakespeare, but very little of the play is in the game. Only lovers in the woods, the existence of fairies, the play and a few side references are in it. But we miss out on the warm-hearted buffoonery of Bottom, the complex feelings that come from desperately loving someone who always spurned you but now woos you under the influence of a spell, the contrast between the ridiculous and silly poetry in the villager's play compared to the intelligence of Puck, the mystery and elegance of the fairies in general, the silly puns and slapstick humor of the villagers, and the nobility and grace of Theseus and company.
So I guess that while this game is satisfying, I feel that it just missed out on too many good opportunities from the author and the source material.
I received a free copy of this game.