This game is one of the most difficult to rate that I've had in a long time. Not to play, but to rate adequately.
What does a good rating mean? Is it an endorsement? Is it a message that says, 'Hey, I'm sure you'll like this game?" Is it an objective measure of technical skill?
This game is very long, 11 chapters of text that took me over an hour to play. In it, you play one of Trump's campaign staff as you aid him (with an in-game alias of Truman Glass) in getting elected, and the aftermath.
There's been a lot of talk on Twitter in the last weeks about authors appropriating others' stories. As a white able-bodied man, I have written protagonists as female, or disabled, or hispanic, without really thinking about it.
This game goes a bit further, in that the author writes the experience of a queer woman in America with a minority second-generation immigrant background. And these facets are essential to the story. I see in the credits that others were consulted, so it's possible that this is what they were consulted on.
The minority you are is an option, and Polish ancestry is oddly listed along with Hispanic, Black and Indian ancestry. Is this saying that Polish people have similar experiences with POC? Or is it saying that it's immaterial which one you pick? Other details are off; the twin towers attack is described as happening at sunset, when I remember it happening during early hours at school in the West.
What is the story? It portrays the protagonist as divided against herself, constantly experiencing ill effects that are contrary to the ideals of the campaign she works for. It's not a straight-up retelling of Trump, but it's close enough. It veers between painting Trump as a hideous cartoon and glamorizing him as a tough-guy mob boss.
Politics have belonged in Interactive Fiction for decades, almost since the beginning. Infocom even had a game that was just a big anti-Reagan message (A Mind Forever Voyaging). It's a medium especially well suited to political messages.
I don't know if I felt comfortable with this game's messages. Like Trump itself, it stated controversial things (like saying being anti-vaxx and pro-choice have to go together) and then played it off as satire.
I don't endorse this game, except for players who are interested in seeing a take on American politics. I do give it a 4 star rating on my scale, knowing that this will be effectively seen as an endorsement, as it will be fed into the overall average.
My scale:
-Polish. The game is thoroughly polished, with text transitions, styling, illustrations, and music.
-Interactivity. I am definitely anti-slow text but this was better than most, with fast-forwarding enabled by clicking and a fairly fast speed to begin with. Choices were sometimes clearly not important/not offering real choice, but in general I felt like my choices mattered and they were brought up again in the future.
-Emotion. Well, I felt a large range of emotions playing.
-Descriptiveness. The writing made me feel like I was there.
-Would I play again? This is the star I'm not awarding. I don't really agree with this game, and don't feel like playing again.
Exceptional Stories are odd games. They are framed within the larger Fallen London game, which takes months and/or years, yet they themselves can often be completed in an hour or two. They have a really, really big wordcount though compared to what it feels like, especially since they often branch significantly.
This one was good. There is a struggling family trying to re-enter society. You can support them or their snooty cousins. All along, though, the butler has his own plans.
I'm not opposed to society machinations, but they're not my favorite. I like Jane Austen but prefer the Brontes. This game has horror depths that I like, but the particular genre didn't grab me as much as it could. Hannah Powell-Smith's excellent writing skills makes it worth playing, though.
This game is centered around a survey and uses various literary and programming techniques to establish a creepy atmosphere.
I found it inventive and effective. My ratings are adjusted to the length of a game, so I consider this a 5-star game for a short, under 15-minute work.
Otherwise, I don't want to give away too much. Very fun!
I rate games on a five point scale. This is a shortish but broad Twine game where you are being hunted by something magical and must use your equipment to survive. It branches heavily, enhancing replayability.
Polish--The art is good, the game seems well-thought out and designed. Pretty good.
Descriptiveness--Very good. I could picture it all in my mind vividly.
Interactivity--It's hard to play without learning by death, so I struggled a bit with this one. And widely branching games are a bit frustrating at times because you have to replay the beginning over and over to see all the different ends, but it's totally a valid stylistic choice.
Emotional impact--I felt moved by the story. I like fantasy, especially TTRPG-adjacent fantasy like this.
Would I play again?--I've already played it a few times, so yes.
This game was interesting.
In initial appearance, you are in a house and have several options for exploring it, with no option allowed twice in a row but otherwise full freedom.
Over time, the game changes in both subtle and overt ways.
It works well technically, and the idea is good, there's just not much of it, and I feel like the concept needed a bit more time to come to fruition.
In any case, the author is clearly good at both writing and programming, so I'd be interested in further games.
I grade games on a scale of 5 stars, in the following criteria:
*Polish. This game is very polished, with custom sounds, varying backgrounds and images, complex menus and text input.
*Descriptiveness. This game nails the Night Vale voice and has vivid non-descriptions of real things and real descriptions of non-things.
*Interactivity. I felt like my choices mattered and had consequences. The game wasn't quite linear and not quite lawn-mowery, and I felt good.
*Emotional impact. I felt amused.
*Would I play again? I think I would.
This is a game in which you have to track down The News, a wild beast which has escaped in Night Vale, a town where every conspiracy theory is true.
Emily Short's game City of Secrets is a relatively-hidden gem. Started as a commercial project for a band, it's a sprawling city-based game that has much of the liveliness and intrigue of her later Counterfeit Monkey.
This game takes that same layout and room descriptions, but includes an 'Easter Egg Hunt' where you have to find 10 gems (and 1 super gem I didn't find) scattered throughout the layout of the game.
It does what it set out to well: encourage people to see and appreciate Short's setting and descriptions.
I had some difficulty guessing words (I'm used to Inform's synonyms like SEARCH being the same as LOOK IN), but the game had several hint systems, which was very useful.
This game was entered in the Emily Short Anniversary Contest.
It's a sequel of sorts to Pick Up the Phone Booth and Die, Aisle, and Pick up the Phone Booth and Aisle.
Like those games, this game is centered on having silly or weird responses to individual actions you can choose. These games usually require a ton of different actions to see all of the content, but this game isn't quite as expansive as the others. There are a few references to Emily Short and the contest.
I helped beta test this Spring Thing 2020 game.
In it, you play as a someone trying to rob a house for an organization of thieves.
Like DiBianca's other games, you have limited parser options here. All interactions are performed by typing the name of the object you are interacting with.
The puzzles are interesting, with puzzles involving far-flung parts of the house, searching puzzles, combination locks, etc.
The owner can come back at any time, and discerning the patterns of his visits is one of the biggest puzzles of the game, one which I didn't see for a long time and which really surprised me. I'm not sure it worked for me completely, but I enjoyed this game well. If you're a parser fan, this is one of the best parser games released this year, and definitely worth checking out!
This is an odd game. I was excited to see it used texture writer, a system that often produces unusual games.
In texture, you slide 'action' blocks onto 'noun' blocks. This game switches that around a bit, more just sliding one of two nouns (eye, shoulder) onto adjectives and nouns.
It took me a while to figure out the functionality (which is (Spoiler - click to show)'eye' provides a description using several adjectives while 'shoulder' adds the word to a sentence, except at the very end where you get one or more endings.
I didn't really know what to make of it all, but it worked for me, the discovery of the use of the nouns providing the same kind of feel that solving a puzzle does.
My favorite insight was realizing (possibly incorrectly) that the game provides insight into the author's feelings about themself.