As I've been playing through Choice of Games stories, I've found ones that are touching, majestic, goofy, weird, and high-quality.
This one is just plain fun. It's a James Bond-type thriller, and it does interactivity right. I was able to really customize the kind of person I wanted to be, pursue the relationships I wanted to pursue, and have moments where I really felt torn between two goals but knew what I had to do.
The game revolves around investigation of a tech firm that has experienced recent layoffs and a suspicious employee death. There is a lot of worldbuilding, but in a mostly easy-to-understand way, like the enemy agency DIABLO which uses codenames based on devils.
I found this easy to play, engaging, and long enough that I felt satisfied. If Choicescript games were food, this would be meat and potatoes (if you're into that thing). Simple and especially, especially when done right.
Content-wise it's very similar to Bond films. There was one instance I found of strong profanity, some heavier violence towards the end (including alluded torture and some gore depending on your choices). My playthrough had heavy flirting but no explicit sexuality, but the game lets you customize this quite a bit so I'm not sure about other paths.
Would definitely recommend.
I received a review copy of this game.
This is the third Choicescript heist game I've played in the last week (the other two being The Martian Job and The Treasure Seekers of Lady Luck), so I can't help but compare them.
The Martian Job had the most memorable writing and setting of the bunch, with more emotional choices, while Lady Luck had more memorable characters and a zany atmosphere.
This game was just pure heist. You learn about the heist, you recruit your crew, you conduct the heist, you leave. There are a few twists, but they are mostly telegraphed, making them pleasant but not anxiety-inducing.
I'm a big fan of mysteries and crime, so I enjoyed this game, and found it polished. Most of the choices made sense, with a recurring choice of 'Sneaky, Brutal or Flashy' showing up, despite not mapping directly onto the choices. I think this helped in characterization.
I guess I didn't really connect with this game emotionally. My enjoyment was at arm's length. I am interested in playing it again, though, to get some of the more unusual acheivments.
Rarely has a game given me more to think about. For the first time I can remember, I had to keep open a notebook on my thoughts for this review as I was writing, because there was so much I wanted to comment on.
This game felt surreal to me. Caleb Wilson is well-known for his haunting or magical games like Lime Ergot and Starry Seeksorrow. I was definitely looking forward to playing this, and it was one of the games IFDB had most suggested to me over the last few years.
The dreamlike quality pervades this piece. The other works of film or literature I compared it to as I played were Pilgrim's Progress, Dante's Inferno, the film The Adventures of Baron Munchausen, Amadeus, and the works of Baz Luhrmann. If it were produced as a film I'd expect it to look like The Cabinet of Dr. Calegari, and I wonder if the whole Choicescript game couldn't be reinterpreted as a mental exploration of the subconscious. A major feature of the game is numerous bright stages where you sit alone before a dark and murmuring audience in a towering theatre which features bizarre architecture.
As to the game itself, you are a famed composer and musician. This world is an alternate version of Europe, set after the exile of its version of Napoleon and on the eve of a war between Napoleon and Russia.
In this world, many people are possessed with a parasitic intelligence known as a Genius, which may or may not just be a feature of their subconscious. Your genius has various opposed qualities it can lean towards.
Each chapter is played in a different town, each of which is characterized by an abundance of one thing (and here I think of the works of Kafka [but more cheerful] and Michael Ende, although neither one exactly applies).
There are a cast of distinct characters who shadow you everywhere you go, including a rival, a journalist, several love interests, and quite a few spies.
The text of the game is so interesting. I have a whole file of the most dreamlike and surreal bits, but here is a taste:
(Spoiler - click to show)"You approach a glowing rectangle: the strangely small doorway that must open onto the concert stage. Perhaps it is just the peculiar atmosphere of the castle, but you feel oddly nervous. The room is awash in bright light and for a moment you can't see a thing. When your eyes adjust you find yourself standing at the back of the curiously small stage. The hall stretches away farther than the stage lights allow you to see. There is no applause to greet your appearance: half of the audience is staring at you in silence, while the others—clerks, to judge by appearance—are hard at work, pens scratching at ledgers. It seems that for much of the audience, this is a working lunch. There is a blurry square, lit by dim lights, to the side and high up the wall, which is concave like the inside of a spoon. King Ferenc's box, perhaps?"
and another one:
"An elegant woman dressed in black and purple is standing before a marble mantel. There is no fire, just a hint of ashes; instead she—"May I present," says Peruz, "Countess Zerov, an esteemed visitor from the court of Sclavia!"—is the flame. A dark and liquid flame, like that which smolders unseen, sending up barely a hint of smoke and devouring a building from within."
Why, then, would I give 4 stars to a game that affected me so dramatically instead of 5?
I had some troubles. The enormous multitude of names was overwhelming, and I found the game had no almanac or list of names of places and people. Some kind of accompaniment to remind us might be nice.
I had difficulty knowing when my genius was being changed and when it was being tested. I had spent a great deal of time cultivating a mathematical genius, but then realized I couldn't change it more. A chapter or two later, it had suddenly reversed itself to be as unmathematical as possible. One of my choices must have changed it, but when, and where? Many other challenges were similarly opaque.
Overall, this game is a masterpiece of writing and setting, and I feel it will linger in my mind for many years to come. I had a long, long dream last night and this morning, and when I woke up there was a short time where the dream world felt more real than this one. This game parallels that same feeling, and it was surreal and haunting to play it so soon after that experience.
I received a review copy of this game.
It's interesting playing two criminal Choicescript games in a row, one from years ago and the other recent (The Martian Job).
This game comes from a time before Choice of Games' had firmly established their game philosophy, it seems, because it breaks it in many ways. There are a lot of binary options. There are a lot of choices where there is an obvious 'right answer' (like an early choice where there is only one escape pod and either you can save a little girl or yourself. Knowing that you're in chapter 1 and the chance of you dying is low, and the chance of a future reward is high, there's really no reason for you not to save her).
Perhaps most unusually, every relationship is an 'opposed stat', which in Choicescript is a pair of stats that sum up to 100%, so raising one lowers the other.
This puts some of the odder choices of the game in perspective. There are many, many options which are just 'be a jerk'. But in this opposed system, being a jerk to one crew member is the very best way to befriend their 'opposite'.
I found this bizarre. Another early facet really put me off. Your first encounter with the crew is with a blue-skinned alien from a 'race of slaves'. When meeting him, he asks you about slavery and three options are how you think it's fine and only one is against it. It's really odd.
As a representative for house-style Choice of Games stories, this is pretty poor. But if I had randomly found this game (such as in IFComp), I would have rated it fairly well. I can compare it the recent '4x4 Galaxy', with which it shares some similarities. This game has a fairly robust money and inventory system. It invites numerous strategies on replay, and despite its small word count, manages to feel pretty large.
I think I'd give this a 4. In a way, though, I'd be more likely to recommend this to people who don't like the Choice of Games housestyle and less likely to recommend it to fans of their other games.
I received a review copy of this game.
I'll discuss this game on my five point scale. For an overview, you are a former safecracker who's running out of money and is looking for a new job. This one's a casino, on Mars. You have to work with a team and pull of the heist; but things go wrong.
Polish: This game is thoroughly polished. Even the stats screen looks nice, and the names of stats are a clever treat (you have three stats about your interactions with Mars, named 'Curiosity', 'Sojourner', and 'Spirit').
Descriptiveness: This is where the game shines. This feels like the kind of writing you'd expect picking up a crime or mystery novel from the bestseller table at a bookstore. It's a higher caliber than most the IF I've played, for sure.
Interactivity: This is where it differs a lot from other Choicescript games, and the area I have the most to say about. Most Choicescript games are power fantasies where you max/min or strategize and get to do all sorts of great things, but at the same time sacrificing other goals. This game felt less powerful and more by-the-skin-of-your-teeth. There are very few opportunities to raise your stats. Many choices were more about reaction than action, and I could see that be why another reviewer gave it less stars. I'm a fan of games that invite reflection (ironically, one of my favorite such games is Polish the Glass, which has a similar writing style and features the same day job as this game's protagonist). There are still power fantasy elements; you can fall in love with many people, change the whole world, become rich. I became rich, but it felt hollow. Maybe I should try again?
Emotional Impact: I felt it. The game had an intense blackjack simulation that I liked. I don't gamble in real life, but in the game it was fun (lost everything, of course). I felt tense at times, laughed at the portrait in the crime lord's office. A strong area for the game.
Would I play again? Absolutely. If I time traveled to tell my past self about which Choicescript games I should play, I'd definitely include this one, and I want to see if I can save Mars this time.
I was provided a review copy of this game.
This game is one of the older Choice of Games entries, and one of the shortest.
It's a comedy about you, a parole officer for all of the aliens that live on earth (which is now a galactic penal colony). There's a single romantic option (that I found, at least).
I found quite a bit of it funny, and there was quite a bit of local idioms from different cultures I learned, but this game suffers by comparison. In the six years since it came out, the standard for these games has generally crept higher and it shows.
The text feels sparse, often just a couple of paragraphs per choice. Many of the choices feel very on-the-nose and in-the-moment instead of the slow build-up of small choices leading to big consequences that marks newer games.
Some though, may find these characteristics refreshing, giving a quicker game with less labored choices and less weighty subject matter. In any case, it was polished, descriptive, and funny, and I might play again.
I received a review copy of this game.
This game has been at the top of the bestseller charts for Choice of Games since it came out last November. I've been interested in it for quite some time, and it exceeds my expectations.
The best Choice of Games stories are those which allow your decisions to matter with meaningful branches (like Choice of Robots), which have a strong narrative arc (like Slammed!), have a lot of customization (like Hollywood Visionary) or which invite strategy (like Choice of Robots again).
This game excels at all of these features. Set in a fictional, more open version of Europe some decades past, this game features you as the scion of a disgraced family, sent to a finishing school to redeem their failures. At school, you can attend to any number of activities, including academic studies, meddling with teacher romances, witchcraft, leadership, and quite a bit of romance (with 9 possible romances and 10 possibles marriages, including marriage of convenience and a royal).
The last few chapters can really throw some gears into your plans. I planned on restoring my family's honor and marrying the headmistress's child, and achieved both of my goals.
It really captures the essence of the boarding school story, like Jane Eyre's early chapters or an ethically-sourced version of Harry Potter. This game allows quite a bit of customization with regards to genders of romanceable characters, and your own appearance and personality.
It's also very long. While it has a smaller wordcount than the enormous Tally Ho, my playthrough length was longer than any Choicescript game I have played, lasting several hours (although I read everything carefully).
In a way, it was a lot like epic fantasy. Not the Hero's Journey (it's not rigidly in any tradition like that). Instead of a hero from a destroyed village, you're a student from a destroyed family. Instead of gaining experience through battles and sages, you engage with rivals and teachers. And instead of facing Mt. Doom, you face the truth behind the school, which is just as destructive.
I was provided a review copy of this game.
This is the one of the darker Choicescript games I have played. In a world where virtual reality can hijack another's senses, people use the technology to live through others: cliff diving, gorging on food, and darker things.
This game includes references to drug use, self-harm, suicide, and more. I didn't experience sexual content on my run-throughs. Each chapter has optional content warnings.
As a detective story, this is top-notch. It was nominated for a Nebula award, and its easy to see why. I've replayed it a few times and it's always fresh.
I'm a big fan of the Sorcery series, with part 3 being my favorite.
This one is an appropriate ending for the series. It's huge, absolutely huge compared especially to part 1, and the magic you can gain here is powerful and mysterious.
The ending sequences can be nervewracking and difficult. The art is great, and the music good.
While I like this episode, I still prefer part 3, as part 4 is a bit one-note with its feel of a final confrontation.
This game reminds me a bit of Old Jim's Convenience store from IFComp 2019. Both feature an old, abandoned structure underneath which is a large mining area.
This game is the author's first game, and the lack of beta testing shows. The interesting layout and rooms are negatively impacted by under-cluing and by exits which stop working once you use them and runtime errors.
My 5-point scale:
-Polish: This game is not polished.
+Descriptiveness: It is relatively descriptive
-Interactivity: Bugs cause quite a few problems
+Emotional impact: I found parts of it quite fun (like the result of using dynamite)
-Would I play again?