This short Twine game about some disaster making people not want to go out (at first seeming like Covid, later not so much).
It satisfies my 5 requirements for stars:
-Polished. This has great understated use of color and is organized neatly, with an interesting mechanic at the end.
-Descriptive: The house, people, and items and even mood were palpable to me as I read.
-Emotional impact: I could really feel the emotions the game was pushing out, maybe just because of my quarantine experiences.
-Interactivity: The card game was a nice change, and I felt like my choices in general had some kind of impact, if nothing else than in my roleplaying.
-Would I play it again? I already did. I like the feel of it. Might play it again.
Sunless Sea is a cornerstone of narrative-heavy games. Sunless Skies, the sequel, is better in many ways.
But not in all. I bounced hard off this game for a couple of reasons.
First, the controls require more practice. You have a slippery little flying locomotive that can strafe and aiming is hard.
A bigger issue that almost killed the game for me was the pacing. Sunless Sea had islands grouped in sets of 4-6, with the more dangerous and interesting islands found to the south and east. You could sail east and see everything dangerous, die, and restart, but it was all technically accessible early on. The 'safe islands' near the home port were more safe and boring.
In Sunless Skies, the map is way bigger (with 4 huge worlds), but your entire first world is like that 'safe' region. Ports are gentle and nice, and everything is slow paced. I almost lost interest.
But the other worlds are far better for my tastes. London is full of politics. You can join the rich in their fantasy lands that are gilded cages or you can work to rally workers to rebel against their masters. You can betray Victoria or nurture her child.
Eleutheria is full of darkness and poetry. It riffs on one of the most popular Exceptional Stories of Fallen London (Hojotoho) and has the same vibrant and dangerous feel that Saviour's Rocks or the Chelonate had in Sunless Sea.
The Blue Kingdom is small, but its ports have tons of options, and its 'small ports' are bigger than many of the real ports in the other worlds.
The story content here is immense, with more choices that you can take. Descending in a bathysphere through a black hole was amazing, and confronting Victoria with the true contents of the Serene Mausoleum was also excellent.
Highly recommended. I've played more than 60 hours and have quite a bit left to go on my current storyline, and I plan on doing a different storyline afterwards.
This game is visually lush and rich, but its heart is storytelling.
In this game, you pilot a boat from port to port. You start on the fringe of existence, able to die from a few hits by passing monsters, losing your crew to mob bosses, or running out of fuel or food. Slowly, you crawl your way up to being able to afford more and survive attacks. It calls itself Roguelike in combat and I feel that's accurate.
But most of the gameplay is stories. You discover ports which come in increasingly exotic sets as you get further away from home. At first, you discover things like an island of liars or a mysterious military station accepting coffins and nothing else. As you expand, you can find a terrifying castle of ice or an island of guinea pigs and rats. At the very edges, you reach the truly horrifying or truly cute.
Stories range from diplomatic negotiations to bizarre rituals to painful torture and so on.
The Zubmariner expansion adds a ton of stories but not much new in the way of equipment. The main Zubmariner storyline (Immortality) is excellent, and the new ports are some of my favorites (I enjoyed slowly turning my organs into crystal and injecting myself with solidified regrets).
I put about 76 hours into the game+expansion, and plan on playing again in the future.
This is a big Quest game entered into the 2020 Spring Thing.
It's clear that a lot of love and hard work has gone into this game, and it is very detailed and at times evocative.
However, adapting other works, especially static stories like film or books, is tricky. It can, as in this case, end up with huge worlds and confusing maps, tons of NPCs each with small parts, etc. This, plus the randomized combat, gives a feeling of an old western false-front store, designed to look big but needing a lot of work in the background.
A walkthrough would improve this immensely. On the plus side, it made me want to watch the original film, which I think is one of the author's goals.
This is a long Twine game entered into Spring Thing. It has a long storyline about a boy who's orphaned and ends up taking care of a younger child while older friends take care of him. He gets involved in a fairy story in a way. The game has long linear stretches with some 'dynamic text choices' and a few binary choices that do seem to affect the storyline.
I grade on a 5 star scale:
-Polish: This game is not polished. There are many typos and other grammatical errors, due most likely to the author being a non-native speaker.
-Descriptiveness: This game is very descriptive, with characters having distinct personalities and voices.
-Emotional impact: I got into the story, so I'm giving a star here as well.
-Interactivity: It was hard to know how much I affected the game, but I affected it somewhat and didn't feel locked out.
-Would I play again? Probably not.
So I would give this 2.5, rounded up to 3.
B Minus makes what I would describe as anti-games. Just like Ryan Veeder likes to do counter-culture things like making very elaborate set pieces that are useless in the game or giving anti-climactic climaxes, B-minus likes to have functionality that's not all that functional.
In this case, it seems like the links might have some kind of strategy or purpose, but instead it's more like file folders, with the game ending if you get too deep.
The writing is opaque and symbolic, with elaborate language and constructions. I learned the word "aubade", a poem appropriate for dawn or morning.
B-Minus is an author that either pleases you or puzzles you, but I feel pleased.
I found this exceptional story rather confusing. It seems to mostly relate around an elaborate pen show. You begin to discover that the seller is using the colors of the neathbow, a set of colors used throughout the game and featured prominently in Sunless Seas. Colors like Irrigo, which brings forgetfulness, or Violant, which fixes things in memory.
There is a love story and a confrontation, but this story never really gelled in my mind. It was my first exceptional story in years, so perhaps I had just forgotten how to read them, but it's hard to say. The rewards were good, though.
I recently started up my Exceptional Friendship at Fallen London again, and this is the second story I played.
You discover a cat that wants a new start on life, but to do so, you must provide character statements from their old friends. The cat wasn't that great of a person before, so the statements are fairly offensive, and you have to decide whether to share what you learn with the cat or not.
Overall, this was charming for an exceptional story, with some good lore here on Parabola and the King of Cats.
This game consists of the following elements:
-Custom graphics and animations
-Custom sounds
-4th-wall breaking goofy storyline
-A baby in a robot suit destroying things
These elements are all good in themselves, but this could have used a few more pass-throughs. The sound is loud and has no visible controls. The choices imply freedom without granting it or even, after choosing, the illusion of freedom. It implies strategization while taking it away.
The concept is funny, and I laughed, though, which is what the author wanted. So I believe that the author has been entirely successful in their goals.
This is a twine-based game with an ASCII map where you leave little footprints as you travel across the map.
This is food-based horror, a theme that occurs fairly regularly in Groover's repertoire. But it's a bit different this time. This time, you are food: you're jelly, and you're crossing the landscape, trying to get ready for a picnic, and trying to understand what was lost.
It's a live-die-repeat game, where you have limited turns to accomplish your goal. Surprisingly, your actions before death linger, letting you make lasting changes to the landscape.
It's gross, with flayings, immolations, and a lot of devouring, but it's definitely not the grossest Groover game you've ever played.
The final puzzle was beyond me (I didn't realize a certain ordering was different than I thought), but the copious hints smoothed that over.
Weird, and fun.