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.
The Road to Canterbury was nominated for a prestigious award (the Nebulas, I think) in writing, and it deserves it. I felt it was 'okay' at first but as it went on I found the plot, characters and details to be great. It has extensively-researched details on life at the time of Chaucer, making the setting a delight to explore.
This is a good game, so everything else I'm going to talk about is just personal opinion and about my own tastes.
I felt that the choices in the game often sacrificed autonomy for a predetermined path.
That's not to say there aren't a lot of choices. You can bring a squire and knight together or bring them apart. You can seek to learn more about your brother's death, pursue a romance, fight duels, buy a racehorse (which I strongly recommend), etc. And your biggest choice, to encourage war between France and England or not, has many shades of nuance to select from.
But frequently it felt like the game forced my character into specific plot points, not by external circumstances, but by presupposing my character's motivations and desires.
This feels like it makes the overall storyline better (since there are assured plot beats) but it felt weird. For instance, near the beginning, you begin to overhear snatches of an interesting conversation. Without any choice on your part, your character decides to risk discovery by trying to eavesdrop. You get to pick how to do it, but you can't choose not to do it at all, even if it doesn't fit your character to that point.
Many such situations come up where it's just assumed your character will do something pre-determined.
I also had some issues trying to determine whether choices were based on sanguine (vs melancholic) or excess (vs temperance) or piety or generosity (vs avarice). For instance, if if you save money by drinking water instead of ale when a friend wants you to drink with them, is it melancholic (avoiding a large group), temperate (not drinking), piety (since you're only supposed to drink on feast days), or avarice since you aren't spending money? Sometimes it was clear, but sometimes it was confusing.
So for me personally, on my 5 point grading scale, I'd give it:
+Polish: The game is smooth and works great. Editing is perfect.
-Interactivity: Some of the stats didn't work well for me.
+Descriptiveness: Awesome. No wonder it won an award.
+Would I play again? I think I will.
+Emotional impact: The last few chapters were great emotion-wise. Lots of satisfying conclusions (for the specific threads I was chasing).
Every commercial Choice of Games entry I've played is well put-together, interesting, and felt worth my while. So when I rate them, it's usually on intangible personal feelings that may not translate to others.
This game has a cool setting. You are one of three apprentices to a master in Venice near the end of the 15th century. This game features encounters with several of the Medici's as well as Machiavelli (who is very pleasant) and several references to an exiled Leonardo da Vinci. Care is taken in presenting the setting. For fans of this setting (similar to that in Jon Ingold's All Roads) or alternate histories in general, I can absolutely recommend the game for its writing and style.
Mechanically, I have some questions with it. There are many stats, the bonuses to stats are small, stats are frequently decreased, most stat checks require multiple stats at once, and there is significant overlap in stats making divining the correct choice difficult (such as Boldness being an opposed stat and confidence being a skill, or charm being an opposed stat and guile being a skill).
I think these design choices were intended to increase the difficulty and prevent player boredom, something I struggled with in my own choicescript game. But the net effect was a feeling of frustration for me. Also, it's hard to know how to raise some stats. I took every opportunity to be romantic with Dangereuse and ended up with a 53% in the relationship, too low to get their support vs the machine.
I feel like games do best when, if you know what you intend to do, it is clear on what you must do to succeed in it; I think Emily Short and other early parser theorists stated a similar principle, where if you know the solution to a puzzle it should be easy to type it in.
I think instead of throwing stat difficulties in the way, it's better to do what games like Choice of Magics or Psy High do, where perhaps the person you love turns out to be a horrible person and you have to do things you hate to be with them, or you can be as powerful as you want but will accrue a specific penalty that is known long ahead of time.
I guess that's a counterpart to delayed branching (a principle in Choicescript where your choices have effects far down the road): being able to strategize.
Anyway, that's a long aside that's more about a class of games (including this game and my own) than any individual one. For this specific game, the trouble with stats made it harder to make plans and I ended up turning to the Machine to solve all my problems. Fortunately, the ending was well-written.
This is a pretty long retro-future game where you play in a post-apocalyptic world where deep mechanical tech underground is spilling up and a city is split between a corrupt government, a struggling revolution and outside infiltrators.
It has some rough patches and the narrative arc didn't feel well-defined, but its intricate worldbuilding and strong characters pushed it up to a 5 star rating for me.
My introduction to Kyle Marquis was through Vampire the Masquerade: Night Road, which (in addition to many excellent features) had a surprisingly detailed flight of vehicles.
This game also follows that pattern, with multiple advanced flying vehicles described in intricate detail (including the eponymous Empyrean, an experimental airplane that most of the game revolves around) and several motorbikes as well.
This game has deep, deep worldbuilding. There are multiple layers to the government, each with their own agents (often embedded into each other). There are multiple versions of tech, between the revolutionaries, the city itself, the rival city, your father, and the deep underground. It comes with numerous references and explains itself in game.
I was a little disappointed that the stats stayed relatively low, but I think that's because I accidentally spread them out too much early on. Also, I didn't invest anything in physical stats (instead focusing on cunning and leadership), and there are numerous areas where you have to be fast, strong, or a good shot. Fortunately, the game was graceful with failures and I was able to adapt.
Apparently, from reading older reviews, the game has gone through a big revamp. Originally, there were half as many main stats and they were opposed (like cunning vs leadership). Many people felt it didn't work that well, so the game was changed and re-released. That explains the proliferation of stats and the oddities of which ones are used when. I definitely think the current system is better than the old, and I can't help but wonder if the experience with a ton of diverse stats helped the author in writing VtM: Night Road.
The narrative arc could have been stronger. Instead of a long rise and climax, it felt like it plateaued after the first couple of chapters, with events of similar direness and complexity occupying the middle parts until the very last chapter or two. The game felt long, and the final chapter for me felt like a good wrap-up.
Overall, I was pleased with the characters and enjoyed my ending. I was a little confused, thinking that Wesh was a preteen, but that went away quickly. As a fan growing up of pulp sci-fi and hard sci-fi, I enjoyed the worldbuilding the most.
This game was a bit different than I thought it would be, and I wasn't sure how some parts of it would work, but it gelled well together and I had a great time with it.
Specifically, I thought this would be mostly about a giant mech war. Instead, this is mostly about a 'fish out of water' scenario where you, an accidental time traveler, end up in the 12th century Middle East (Aleppo, Jerusalem, Jericho, etc.) in an alternate world where perpetual motion exists and powers giant mechs.
The game covers a lot of ground, from finding your place in the world (I became a squire) to dealing with intrigue and romance (I romance a knight named Ygrite) to mech combat and a surprisingly complex castle management simulator.
Each part felt just a bit thin, but as an overall whole it worked well. What's best is the way the stats tied in well with roleplaying. In a lot of Choicescript games I have to constantly check the stat screen to have any chance of succeeding. In this game, I just picked a character type I wanted to be and the options were so natural I didn't have to check the stat screen until the end. I failed a few times in reasonable ways, but was able to achieve most of my goals.
So I can definitely recommend this as an overall great experience. The combat isn't the best combat, the management isn't the best management, etc. but the overall way it comes together is some of the best I've seen.
As a side note, it includes several things I don't see much in Choicescript games, including a choice of religions and how religious you want to be and a variety of options related to drinking and food.
This is the last of Groover's exceptional stories that I've played. This one is very large, taking me up to around 80 actions to complete.
In many ways, this mirrors Cricket, Anyone?. Both stories are quite large. Both have fairly silly premises (a last-minute cricket player replacement vs curing a rhyming disease with a mushroom-hunting pig). Both end up uncovering a side-conspiracy that would be a main theme in other stories but is only a sideshow here (Benthic vs Somerset in Cricket and the truth behind the auction in MKfaP), and both end in a wild descent into non-reality uncovering vast truths about the Bazaar.
This is a great story. It has a lot of customization (you have several companions with different dialogue snippets and must choose between which ones to take), interesting mechanics (like bidding at an auction and a portion told entirely through red-bordered cards), connections to past actions (Poet-Laureate gets checked here, as does knowledge of the Khanate, connections to the Gracious Widow, and much much more), and great lore (you can learn intriguing details about the fall of each of the five cities).
I prefer Cricket, Anyone? marginally, but this story is better than almost all others. Flint was my touchstone for a long time on what a good side story should be, and it's intended to be much bigger and wilder than the Exceptional Stories, but I think this story plus Cricket, Anyone? provide better storylines and lore rewards than Flint (although significantly less financial rewards). Worth buying at the full Fate price.
This was a really hard game to rate, as I went back and forth between 4 and 5 stars. It's definitely one of the best Choicescript games I've given 4 stars, and I think the rating comes down to my experiences with it.
In this game, you play a fox in a Japanese-themed culture whose family is slaughtered by a vicious farmer. When you reach 100 years old, you gain the power to be a fox spirit.
Choices in the game generally revolve around your personality (helpful vs demonic is a big one) and whether you encourage war or not. There are several competing goals (immortality, peace, and romance) and I'm not sure you can complete all 3 at once (I ended up with 2).
The writing is engaging, but a lot of it depends on how interested you are in being a fox. Having seen fox spirits as enemies in other games, I found it fun to be one in this game.
I had trouble engaging with the stats, though. I had very high cleverness but kept failing stat checks about knowing things or being smart. Then near the end I realized that most of those checks were for 'worldliness', which was low for me as I was a godly disciple of Inari. Even after I figured that out, though, there were many many times where I had no clue what was being checked or failed things I thought I'd be great at. Part of that is probably because I was trying at first to be a devout trickster, but most trickster options lower devoutness. So I think my own choices led to that lack of engagement.
The game had a great sense of being an animal in the human's world, which is its best aspect.
I wouldn't have minded having stats look higher, too. Since every choicescript game is different, it's hard to tell if you are good at something if you have, for instance, a 65 in that category. But that's just personal taste.
Overall, well-written and a truly fun set of final chapters. It felt large, and reminded me of the setting of Choice of Kung Fu (which I think also featured Fox Spirits; they'd make a fun session played one after the other).
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).