So this game has you play as an ancient jinn trying to get back some cash from a hustler.
This is a pretty long Twine game, with interesting styling and good sentence-by-sentence writing and also excellent worldbuilding. It also features romance of several kinds and stories within stories.
I found the story and the interactivity fairly good, but I feel like they could go further. There are different layers to games: if they're buggy or full of typos, nothing else really matters, the game's just too weird to play. If it's not buggy but the interactivity is really frustrating or the text is boring, then it just makes you want to stop.
This game clears all of those hurdles (which is a real feat in and of itself), but I think it misses the last one, which consists of things like emotional depth and compelling gameplay.
The characterization of the player and NPCs are all over the place. Sometimes we want to murder everyone, sometimes we're lonely. Sometimes we want things for years, and then a second later we don't. Our main ally goes from assertive to passive to aggressive to loving.
And the interactivity often seems like 'Do things this way or do things the same way but with different phrasing'. I feel like it missed some chances to let you consistently characterize yourself or provide long-lasting effects. There are some choices to do such things though (I especially enjoyed (Spoiler - click to show)the effects of buying a leopard-print shirt.)
I think this is a good game, but I think this author is capable of making an entirely awesome game, and that's why I pointed out those specific things. Your mileage may vary!
+Polish: No bugs in my playthrough, nice styling
+Descriptiveness: Writing was vivid and funny.
-Interactivity: I felt like the choices weren't very effective.
-Emotional impact: I couldn't get a read on people's motivations and characteristics.
+Would I play again? Yes, this game was pretty fun!
I'm a big fan of 'Lovecraftian' horror, (although I generally like the genre referred to that more than Lovecraft's work himself; I especially like The Willows, which I think was before him).
Lovecraftian horror is a major genre for parser games, including XYZZY- and IFComp-winning games: Anchorhead, Coloratura, Hunger Daemon, The King of Shreds and Patches, Cragne Manor, Theatre, Strange Geometries, The Lurking Horror, Slouching Towards Bedlam, Lydia's Heart. Outside of parser it still does well; I especially like Heart of the House and Fhtagn! - Tales of the Creeping Madness, Anya DeNiros' Feu de Joie series, and the Failbetter oeuvre.
So I approached this Lovecraftian Twine game with eager interest, especially given the extended length.
In this game, you are commissioned as a private detective to investigate the disappearance of her son. The missing young man has been spending too much time at Innsmouth, a city inhabited by strangely fishy people.
As I write this review, I looked up Innsmouth, and realized that most of the story elements of this game are borrowed from the story The Shadow Over Innsmouth (and I now see that was mentioned in the blurb). This actually relieves me, because I felt like parts of the game were echoing the worst part of Lovecraft. The man whom the adjective Lovecraftian was named after is not the best author in his own genre.
This game has a lot of great elements in it; it's smooth, looks good, the writing flows well line by line. But I have problems with the pacing and the interactivity.
First, the pacing. As the opening quote of the game makes clear, fear of the unknown is one of humanity's most primal fears. That's why Lovecraftian games thrive off of slow burn. Outside of maybe one initial bizarre event, most great Lovecraftian stories start with mundane but disturbing situations. Slowly, over time, more frightening (but still plausible) events occur until by the end you are confronted with horrifying unknowing realities.
This game spills the beans really early on, though. An intelligent, sane man explains all of the game's mysteries very early on, with no skepticism, and shows you an impossible artifact. There are no major revelations after that; everything in the game follows directly from his pronouncements.
Despite this, the game follows the usual tropes of the protagonist refusing to believe in the supernatural. Here's some text soon after those revelations:
(Spoiler - click to show)When this case began, you had no idea it would lead you to the old, decaying port town of Innsmouth. You didn’t even know the place existed. Now, the more you hear about it, the more you are filled with a sense of foreboding. It’s not that you believe the wild stories you’ve heard. People living on a razor’s edge of disaster are apt to fill the world with all kinds of fantastical tales and superstitions. But Professor Armitage’s words and seeing the Innsmouth tiara in person give you pause. Still, the world is filled with enough man-made nightmares; the supernatural needs not apply.Despite the professor explicitly saying (Spoiler - click to show)the townspeople breed with fish demons, the protagonist is stymied by a genealogy chart:
(Spoiler - click to show)His wife’s name is listed as Pht’thya-l’y, an odd name who’s ethnic origin you can’t place.My second issue is the narrative structure. It's what Sam Kabo Ashwell calls the Gauntlet is his very good article on shapes of narrative games. Every optional choice is either wrong and leads to death (with an undo, thankfully) or right and progresses the story. There are usually few clues as to which one is the right answer, making it somewhat an exercise in frustration.
I think both of these issues come from adhering to closely to the original story. By having a plot that 'must happen' to match the story, it forces the gauntlet structure. To make sure the stories are connected, the author doles out information at weird times. I had the exact same issues when I adapted some Sherlock Holmes stories.
The very best parts are when the author goes out on his own. I would love to see a game that has a lot more of the author in it and a lot less Lovecraft. The whole story revolves around a sub-species of human that is less than human and is characterized by bulging eyes and flat noses, which definitely stems from Lovecraft's obsession with racial panic; and Lovecraft's treatment of the homeless man and his thick accent isn't my favorite.
So I definitely think this is an amazing author and programmer who made this, I just would prefer an original story and structure next time (and I hope there is a next time)!
+Polish: The game looks great, no bugs that I saw.
+Descriptiveness: The game goes into significant detail about objects and people.
-Interactivity: The gauntlet structure didn't really work for me.
-Emotional impact: The early reveals spoiled a lot of the emotional oomph for me.
-Would I play again? Since there's only one main path, I don't think there's a lot of replay value.
I'm actually very torn on this review. I think I'm going to end up recommending this on Steam but not giving it 5 stars here, because the two sets of reviews serve different purposes.
Fool! has brilliant writing. I've read all of Shakespeare's plays multiple times (I got on a real kick in college where I'd read one of his plays after every other book I read), and there are some parts of this game I'd easily believe came from one of his books. It has a lot of poetry and jokes.
The overall backstory seems to be based on Henry IV parts 1 and 2 but in a different setting. There are battles between England and France, a somewhat rebellious Prinxe Hail and a rebellious northerner nicknamed Hotfoot.
In the midst of this, you are an aspiring fool who starts out with an audience of three wide-eyed kids and a stage marked by horse manure and drunks' vomit. Throughout the game, you build up your reputation and make friends (and enemies) along the way until you can end up as high as the King's Court or being one of the most famous players in the land.
It's a large game, maybe 4-6 hours long if playing intently.
With all these good things going forward it, it's hard not to recommend it. But I had to battle quite a bit with the stats. I frequently could not for the life of me guess when a choice was sanguine, bilious, phlegmatic or melancholic.
"Let's see," I'd think to myself. "This option is about cheering up my friends. That's sanguine, right?" Nope. It's phlegmatic, because you're trying to balance your various responsibilites.
Okay, trying to be famous is usually bilious right? No, this time trying to be famous is melancholic, because you're being cynical or cautious about it.
I was trying to roleplay as a confident and brilliant braggart (high blood/bile), and made it to act 3 with almost maxed-out sanguine (after restarting, something I almost never do, and battling back and forth for a while with the stats), and then a series of encounters somehow flipped it so I had extremely low blood and bile. I literally pounded my fist and shouted 'no!' in frustration a couple of times.
My reaction to the stats seems isolated. Fool! is fairly high on the bestseller list on the Choice of Games omnibus app and has very positive reviews on Steam and on the Choice of Games forum. The funny writing, the excellent quality of humor and even silly stuff like the ape companion make me feel confident that I can recommend this game to others and they'll feel like they got their money's worth, and I intend to do so on steam. If you're into Shakesperean comedy or want to max your Bawdiness or Wit then this game is absolutely for you. I don't regret playing it, and intend to return to it in the future.
I received a review copy of this game.
This game helps fulfill a childhood dream of mine. When I was younger, I always had access to and eventually bought a lot of guidebooks for RPGs. I focused on Dungeons and Dragons (I had over 20 AD&D 2E books as kid) but enjoyed White Wolf a lot. Sadly, although I really wanted it, I never found a group to run a campaign with and never tried playing Vampire: the Masquerade.
This game is exactly what I hoped for if I had played such a campaign. A clever story cooked up by a master DM (or the VtM equivalent), a large number of encounters with chances to grow my powers, and fun dives into lore and characters.
This game is designed to keep you on your toes. In an interview, the author said that his favorite concept in VtM is that just surviving is incredibly hard, and just dumping characters in a big city and seeing if they can live for a week. This is exactly the kind of scenario you have in the game.
You play as a vampire who is coming into Tucson after a long absence. The Prince there brings you into His service and asks you to complete several tasks. These tasks are each there own chapter, and there are 2 sets of 3.
You have many stats (over 30), with your initial stats determined by your clan (together with a clan weakness; mine was zoning out due to beauty). All stats are useful throughout the game, though mental stats are more useful early on.
Between mission you can spend your money (on housing, which is very useful, or cars, which the writer seems really really excited by and describes in incredible detail, with over a dozen options including exotic sports cars), upgrade your stats, or buy new equipment. You can turn NPCs into 'ghouls' who help you with everything. I got a ghoul early on and she factored into literally every mission from then on in an integral way.
True to the source, the game is heavily focused on stats and strategizing. The most important stat is hunger; high hunger makes you bad at everything, including finding more food to eat, so getting high hunger can cause a terrible spiral until you get back home and buy some cheap food. Moreover, using your coolest powers (i.e. 'disciplines') raises your hunger. You can use this to your advantage by using powers to hunt food, immediately wiping away your hunger boost.
I would describe this as a 'deluxe' Choice of Games title, if that descriptor existed. It has incredible graphics when you meet people, it has a great IP connection, and it is LONG.
I play a lot of IF games, and I can finish even very long material in an hour or two. But it took me an entire Saturday and much of the evening before to play this. It's like several shorter Choicescript games bundled together. To get a better idea of its length, I was thinking 'this game is huge' as I was getting close to its end. I was a little disappointed I had been able to raise my stats as high as I wanted, but it was okay. Then I realized that I was only halfway through the game.
There is some strong profanity in the game. I didn't run into any explicit sexual content. I received a review copy of this game. The violence level is about what you might expect from a game about superpowered vampires engaged in a war.
This game came out in 2015, after landmark games like Slammed!, Choice of Robots, Hollywood Visionary, and Creatures Such as We. But it definitely feels like a game somewhere in the transition point from early Choicescript (which was a lot more trope-focused and experimental, with either few stats or tons) and later Choicescript (where games tended to have unique focuses and more standardized gameplay and stat amounts).
You play as a supervillain focusing on one of three main stats: ingenuity, combat, and terror. I played as straight terror, and pretty much every challenge let me just pick a terror option when it wasn't testing one of my personality traits/relationship. I think this game definitely falls into the 'three stat trap' they've mentioned when training newer authors, where you can just pick one thing and stick with it forever.
I'm planning on writing more about this once my odyssey through Choice of Games's catalog finished, but I think the greatest use of stats in Choicescript games is not in providing puzzles or testing you but in showing the game remembers your previous actions. I think the more compelling way of providing 'challenge' and replay value is in setting up strongly motivated courses of action that directly compete with each other, forcing you to choose one at the cost of the others. This game has some of each style.
This game is definitely comedy-focused, and allows you to have a complete disregard for human life if you choose (I did a 'no kill' run). A lot of the humor is sort of mean-spirited, including a recurring news segment (that does a good job of showing the consequences of your choices) where a divorced/divorcing couple repeatedly insults each other. I didn't really like that kind of humor at first, but there were some genuinely funny segments, especially near the end.
The overall plotline and mystery reveals were pretty satisfying. I had a romance I liked. Two things that didn't work as well for me were a pretty abrupt ending (about four paragraphs were all there were after killing the main boss) and a few times where it did that 'Haha just kidding of course you aren't going to do that action you just picked' thing.
Overall, I'd feel comfortable recommending this game to people who like 'funny' villains or antiheroes more than heroes. This wasn't in my top ten, but I'll definitely replay at some point to see some of the other paths.
I received a review copy of this game.
The Hero of Kendrickstone was a game that I enjoyed purely for the TTRPG module feel. This game absolutely has that same vibe, kind of like the Eye of the Beholder games.
In particular, this game (longer than the first one and IMO more polished) is a classic dungeon raid. You are a PC in a party and have to deal with the threat of the undead under a town while negotiating between various parties aboveground. There is a money economy, magic weapons, etc.
Some people have called it short on Steam. I've come to realize as I play these games that 'feeling short' often has less to do with word count (though it plays an important role!) and more to do with the narrative arc and setting expectations. It's unusual to have a game this size focus on a single event, and so people expect more, whereas a game set over one year (like Creme de la Creme or Metahuman, Inc.) provides well-known markers like holidays and season changes so players have an idea of how they are in the story and when the end is coming.
Again, like the last game, this is meat-and-potatoes Western RPG style gameplay, so if you love that sort of thing its great, but otherwise you may find it uninspiring. I'm in the first camp, and would definitely play another game in this series.
I received a review copy of this game.
This game was announced as uploaded to the IF Archive on February 15, 2000, before Galatea. You play as a pilgrim who falls through some leaves into an ancient shrine. There are three rooms.
It was a proof of concept game. As such, it has some details implemented amazingly well, and others not implemented at all.
For instance, every object is marked as flammable or not; as cuttable or not; etc. but many objects listed in room descriptions are not implemented and reasonable synonyms (such as 'cookies' for 'packet of cookies') are not implemented.
Things this game models include:
-breakability
-flammability
-visibility/lighting and taking pictures
-shaking
-wearing a variety of things
I've played this game a few times over the years, and never got as far as I did today. For posterity, here are a few things that are interesting to do (spoils everything I found):
(Spoiler - click to show)
-SHOOT something (takes a pictures)
-BURN something WITH LIGHTER
-TURN ON LIGHTER before going into other rooms
-WEAR SKULL
-BREAK DEMIJOHN WITH METAL BOX
-CUT CHEST WITH SAW
-BREAK JAR (and look at your inventory!)
-CUT things WITH SHEARS (and repeating it)
-LOOK UNDER ALTAR
-X PANELS in altar room
-BREAK PANEL WITH METAL BOX
-ENTER PANEL or HOLE (can't remember which)
Things I haven't done:
-unlocked the metal box
-found the crayon
As for a rating:
-Polish: Half polished perfectly, half terribly.
+Descriptiveness: Lots of nice extra details. Very vivid, similar to later work.
-Interactivity: Very janky. This was created to demonstrate simulations of various physical attributes, and not to be a smooth game.
+Emotional impact: Despite its numerous frustrations, or perhaps because of it, the game has always held a certain mystery for me. There's just so much to find, and its rewarding. Kind of like So Far, which had a similar impression of there always being one more thing to find.
+Would I play again? I've visited this game several times over a few years' span.
I was interested in Dungeons and Dragons at a young age, and I remember reading the first AD&D Player's Handbook with a flashlight when I was in grade school. So any game that manages to recreate the feel is a good one for me.
This game reminds me quite a bit of the parser game Heroes, one of my early favorites from when I started playing IF. In both games, you choose a class (both have a magic class, thief class, charmer class, and a physically powerful class), and then experience the same set of events but through a different viewpoint.
In this case, it's a fairly standard series of Western RPG tropes. I played through as a wizard, and died in my final confrontation. I plan on replaying to see more.
I received a review copy of this game.
You start out getting a specific reason that you are called on a quest. You journey to a great city, having an encounter with thieves along the way. In the city, you choose a patron (with a patron for each main class). Eventually, an evil wizard begins attacking, and you have to choose between 4 quests (again, tailored for the individual classes) to defeat the wizard.
It is possible to fail and die, and there are definitely 'wrong choices', with no save system. There is also a very important money system in this game, with successful quests netting you more money and a variety of things to spend it on.
The RPG-style gameplay is really the whole content here. If you're into that kind of game (such as Sorcery!, Choice of the Dragon, Heroes,etc.) then this may be a favorite of yours. If you're not into that, you'll be disappointed. The reviews on Steam are split, and I think that's the reason why.
I look forward to the sequel, and to replaying (with a different class this time) to see if I can finally defeat the wizard!
This game is completely off the rails. It started out as weird, segued to somewhat offensive, and then just took off into a bizarre void that somehow improved it.
The main character in this game is perhaps the most despicable MC in any Choice of Games entry I've played. You are a 'headcrusher', a violent enforcer for a local mob boss, and you're famous for torturing and killing people with a jagged, rusty knife. You are in love with your boss's wife and have been given a suicide mission to rescue her within 6 hours.
Now, I have no problem with aggressive protagonists. I've enjoyed taking over Alaska with a robot horde in Choice of Robots and being a slaughtering warrior hero for the Gods in Champion of the Gods.
But both of those games motivated the evil or violence. Before I played NOLA is Burning, I started compiling a list of what I think works and doesn't in Choicescript games, and having a motive for violence is one of them.
This game just kind of throws you out there. I don't know, it didn't really work for me.
Each chapter is a different step on your way to your final confrontation. You pass through an area with friends who practice Vodou, the turf of an Asian gang led by 'The Dragon', the local police precinct, and a strip club.
The game heavily uses slang, such as 'juice' for money and 'large' for (I think?) lump sums of $10,000 each. It uses phrases like 'Let's blow this popsicle stand' and 'hip to my jive'.
No other Choicescript game treats its main character so bad. You're constantly being betrayed or degraded or having body parts deeply injured or removed or having weird stuff shoved down your throat.
It's last few chapters took all this bizarre confusion and made it almost sublimely ridiculous. I had the honor of (Spoiler - click to show)losing my right arm, being possess by a Vodou loa and gaining a bionic bone-shooting arm, confronting the mob boss who was naked and wearing a baby's bonnet in a bathtub full of money before being lured by him into a room filled with robotic spiders.
The only game I've ever seen that can compare with the circus this puts on is Bolivia By Night, which has a memorable segment where you drive an armored hottub that is powered by a DVD from a South American knockoff of the Olsen Twins.
Ooh, boy. I told myself I'd never rate a Choice of Games article below four stars because 1. I love choice of games titles, 2. I wrote one and know how it feels to spend months or years of your life on these things, and 3. they've all gone through a lengthy review process and are generally polished.
So I'm just going to go through my rating system blindly and see where I end up.
+Polish. This game felt completely smooth mechanics-wise. No problems here, no typos.
+Descriptiveness. It had it in spades, often to my regret.
+Emotional impact. Yes, again by the above.
-Interactivity. I felt like the stats were confusing and didn't add up quite right.
+Would I play again? From seeing some others' comments, there's parts I definitely would want to see.
So 4 stars. You know, I almost gave it a point for interactivity anyway because I felt like I had real agency, but I honestly can't recommend this game to people in general, which is what I believe a 5 star review represents. I did not enjoy this game in the sense that its scenes filled me with delight. But as a critic I find it fascinating. I would recommend it to people who are into seeing the weird corners of company back catalogs and other obscure things.
The writer is definitely talented, they just use that talent in ways that give me discomfort, much like the opening scene of this game where I had to chug a bottle of Pepto Bismol after waking up in a dumpster.
I received a review copy of this game.
This game was nominated for the XYZZY awards, and was one of 2 commercial games I hadn't heard of.
This game is based off of the lyrics to the song "Pushing the Speed of Light", which I looked up after playing. I think they add to the gameplay.
This game branches into 3 paths and each of those paths has a success and two failures, I believe (one for too slow, one for too fast). The three paths you choose between give you different backstories and goals.
I thought the writing was well-done, and my opinion of it improved as I replayed. I especially like the 'singing' path. It reminds me of a lot of the sci-fi in the 60's to 70's. It's not necessarily poetical or lyrical all of the time, but it places humans in a situation impossible in our present reality and uses that to give insights into our nature.
Here's my score:
-Polish. The game uses the standard Twine styling, and paragraphs have no line between them, making reading a little bit hard for me.
+Descriptiveness. This is one of the highlights of the game, the detailed descriptions of the technology and its effects, as well as your feelings and the crew's.
+Interactivity. Wildly branching games like this only work well if it's short, and this one is. Does what it's supposed to.
+Emotional impact. Hmm, it's kind of back and forth for me. I liked it but didn't really identify with any of the characters, and I feel like identifying is important for this piece. I'd give this 1/2 a star for emotional impact, but I round up.
+Would I play again? I've already replayed it several times.