This game is a bit different than I was expecting. Instead of being a game about, say, Norse gods or Zeus, it's something more like Avatar or similar shows. You are a constructed being in a race that has control over wind and water naturally, and fire and earth through technology.
The weather is out of control, so you have to stop it, along with a kind of sentient bio-organic robot servant and some human friends. You meet a human city controlled by 5 warring, corrupt houses and you also meet others of your kind (and their enemies).
The game opens strongly, with cool scenarios like jumping off a cliff to test your flight abilities.
The issue that I had with the game is that so many things are set up without being followed up on or resolved. Part of that, I believe, is that the author put some very important story beats into only a few of the possible playthroughs, making multiple playthroughs almost a necessity to really understand the game. That's not bad in itself, but it makes each playthrough a little weaker.
I didn't watch Game of Thrones, but I remember a lot of people talking about how the winter badguy had been built up for the whole show then was over in a surprisingly easy way that was disappointing. That happens here in many ways. In fact, your 'climactic battle' between whichever final opponent you choose is almost indistinguishable from every other battle in the game, and if anything seems less momentous and intense than the others (like fighting off an army of hundreds of robots).
Like other reviewers on other platforms have said, the individual writing is good. The worldbuilding was creative, to me, and the types of characters were varied. Like other parts of the stories, each character's arc felt unfinished in ways, but had enjoyable parts. I particularly enjoyed Humil's story arc.
Despite my mixed feelings, I overall enjoyed this game and definitely believe I'll play it again in the future.
I was prepared not to like this game at first. It's title seemed vague, and in the first chapter it almost felt like neutral sci-fi, like The Fleet without managing, or Choice of the Star Captain without weird humor and aliens, or I, Cyborg without all the crime.
But over time it actually really came together. Little hints about characters that would just be slight traits in other people became full-fledged storylines. Macguffins become actually plot-relevant. The people I found least interesting at first all had really well-put-together storylines.
The choices worked well for me later on, too. At first, there were a few annoying choices (like one where the game decides you must answer a distress call, and you pick the reason why, instead of whether you do it). But as you go on, the game becomes a lot more about managing who you spend time with and which of the many factions you support. One of the best things the game does with stats is tying the stats to storylines and people. So instead of 'pick which of these four options is the stat you maxed out at the beginning of the game', it's more like 'spend time with the doctor using your medical training or use your engineering training to make weapons'. Maybe it's just the same as other games under the hood, but I felt like I was making real choices.
I also appreciated the science aspect. Out of all the space games, I felt like this one dealt with realism the most. There are some handwavey aspects (like artificial gravity and the main Macguffin), but a trip across the solar system takes you months, and you have to use magnetic boots in a derelict spacecraft. I thought that was neat.
Overall, I'd say it's a great scifi game with a slow start but a great finish.
This game is one of the best Choicescript games I've given 4 stars to, but some of the interactivity dragged it down a bit for me.
This is a large game, at 330K words. In it, you play as (what felt to me) a cyborg version of Han Solo: you're a smuggler, you can charm, lie, shoot, and fly, you can choose how morally ambiguous you are, etc.
In gameplay, it almost feels like a wild west 'slice of life'. You spend a long time on a space station on the edges of civilization, dealing with 3 criminal syndicates (or 4, if you count the corrupt police), as well as an old flame who represents the more civilized side of life.
The man you were a copy of, though, has left a trail of spurned lovers and slighted enemies behind, causing you a lot of trouble. In addition, your sensory implant (which handles all of your input) is dying and replacements are scarce.
I think this game handles overall coherence pretty well. It's not too hard to get a feel for what the world is like and what you need to do. It can be hard to keep track of all the characters, but you get tons of opportunities to interact with everyone.
Choicewise and statwise, there's some good and some bad, at least the way I see it. What's good is that there are some areas where you get very significant choices, contributing to the game's large wordcount. For instance, there are different jobs you can take, factions you can join, etc.
What's a little rougher is that the main use of stats is pass/fail checks, but made pretty difficult. One chapter in particular involves a long impersonation attempt where you have to keep 4 or 5 factors in mind, and failing even one can get you busted.
In other places, events that could have been written in as outside circumstances are instead made to be player choices that are forced on you. For instance, I didn't like the Sphinx character much, but the game assumed I'd be their buddy at least a little.
Perhaps most distressing is that there are quite a few choices you make where the game immediately says, 'but actually, instead of what you just chose, this happens instead'.
Overall, I'm glad I played it. I can recommend it conditionally for sci-fi fans, especially for those interested in ai questions. If you ever liked a Data-centric or Doctor Hologram-centric episode of Star Trek, you'll probably love this.
Having played (almost) all of Kyle Marquis's games, I can say that there are some definite trends. They tend to be very long, with complicated skill checks and intricate worldbuilding.
In particular, the worlds he constructs have certain similarities, almost like half-remembered versions of the same fever dream. The worlds tend to be man-made by ancient, superior versions of humans, who are now gone, and have bio-mechanical or magic-scifi hybrid.
I like all of his games, but I think this one works particularly well (although his Vampire the Masquerade game is, I think, his best). Years ago, a group of heroes saved the world, and two of them had you as a child. When news of a foreign army comes, you have to travel across a huge continent and a variety of locales to warn others of what is to come. In the end, you have to travel to the Great Southern Labyrinth to get aid.
I can only describe the structure of this game as 'baroque', in the sense of being almost excessively elaborate. You have statistics for personal skills, as well as statistics for things you are trained in. There are many subplots running through the game (such as the fear of the gods, a lengthy murder mystery, political intrigue, your character's backstory, control over temple worship, an artifact that possesses creatures, etc.) and 4-5 villains, each of which would work fine as a main villain. It's over the top, maybe even overwhelming at times, especially given the size of the game. The great labyrinth itself is huge, but it's only in one or two chapters.
There are a lot of ways to fail in this game, both due to bad stat checks and due to built-in-failure.
I found your two main travelling companions (who also serve as ROs) interesting and varied.
Overall, a game I'd recommend if you've liked the author's other work or if you try out the free demo and enjoy.
I received a review copy of this game.
This game is pretty much exactly what you would imagine a 400K-word game about being a masked plague doctor would be like.
It's a fairly grim tale. You are a travelling doctor forced by the crown to enter a city in quarantine due to the Waking Death, a plague which makes its bearers sleep-deprived until they die.
You work with two others, a man wearing a boar mask and a woman wearing a fox mask. The town is surrounded by starving soldiers who want to sack it, is run by a despot mayor, and has at least two insurgent groups inside and multiple religious sects.
Although many exciting things happen in this game, the writing is slow-paced and dense. Here is a description of stars, for instance:
"The stonework of the courtyard fountain feels cold and uncomfortable against your back, as you gaze up at the sky. A persistent wind, the same one that caused you to bundle up your robes and seek shelter behind the stone structure, has left cracks in the relentless march of clouds, allowing occasional points of light to blink through. You ignore the creeping ache as the winter night assails your bones, focusing instead on those distant glimmers. Are they miniature suns? The faraway eyes of watching deities? Or simply another act of nature, like the snow, or the rain?"
I enjoy this style of writing. Given the large wordcount of the game and the dense prose, it took me several evenings to finish this game. And it branches quite a bit. My playthrough went against the grain, so to speak, as I supported the despot mayor at every opportunity and sought after (and found, to my detriment) the forbidden knowledge at the heart of the town.
Despite my 'losing' ending, it was written very well, with a lengthy epilogue that made the game very satisfying. It's always a huge bummer to get to the very end of a choicescript game only to have an abrupt 'you lost' ending, so having this 'you lost and here's what happened to the shattered wreck of your mind and body, and all those you loved' is definitely refreshing.
Also, I found it fun to roleplay as SCP-049 in this game.
Comparing this to Heart of the House, another long, slow-burn horror game, I'd say that Mask of the Plague Doctor is more like The Haunting of Hill House or The Turn of the Screw (more philosophical with more implied/ambiguous horror) and that The Heart of the House is more like a Stephen King novel or Dracula (events that are clearly supernatural and terrifying). Fans of both games may also like Blood Money, which has you playing a more cutthroat character.
I received a review copy of this game.
This is a great game. I've played 4 Kyle Marquis games now and have noticed a pattern. They tend to be very large games with intricate worldbuilding, have high stakes (usually involving the creation or destruction of the world), have a large cast of characters and feature some kind of alternate tech timeline.
In this game, you are in an alternate world where the Byzantium Empire is dominant during what would be Victoria's reign instead of the British Empire. The world features more domes than spires and more bronze and gold than iron and steel.
This world is very different than ours, with explicit Gods and a history numbered in the thousands of years. But an experiment changes everything, plunging you into prehistory.
There, you enter a village where you can play a sort of 'city simulator', deciding to focus on arts or defenses or trading. In the meantime, you have to deal with rival civilizations, some of them non-human, and with the threat of an enormous silver mountain in the sky coming to destroy the world.
The game did feel a bit bogged down in the middle and the climactic battle at my village was over just an action or two faster than I thought it would be, but it was fun. I also had fun investing a lot of relationship time with Vecla when I though she was an old worm before discovering that wasn't the case.
Finally, this is a very long game. Took me well over 2 hours to finish, reading fast, and it is definitely replayable.
When I was a kid, I read tons of Dragonlance books. My brother and I owned over 100, read them, laminated them.
I always liked them better than Forgotten Realms because the Dragonlance characters were more human. At the beginning of the Dragons of Autumn Twilight, everyone is pretty low level. Raistlin doesn't even know fireball.
But the Forgotten Realms books were always super over-powered. A character murders gods and becomes a god. Elminster goes to a fireball competition and explodes a fireball the size of the sun. Stuff like that.
This game is more like Forgotten realms. You play as an incredibly powerful archmage (much more powerful than a level 20 D&D character) who is ready to ascend to Godhood, but someone is sabotaging your plans. You have to find a way to keep yourself alive and in power long enough to ascend (or to take over the world, or many other goals).
There is intense worldbuilding, with dozens of characters, creatures, spells, artifacts, etc. in a traditional RPG style setting (dragons, plane shifting, wizards, bards, knights, etc.)
I'm usually all over this kind of thing, but as I said earlier, there a couple of flaws for me.
-The narrative arc is flat. There's no real growth; you start out as super-powerful, then become more super-powerful, then even more super-powerful. By the later chapters, it makes more sense, and feels better, but the first few chapters made me feel like I had nowhere to go and no real stakes since I started out having already 'won'.
-The character is pretty much evil or close to it, but I didn't really get a motivation for it. I can compare this game to Endmaster's Eternal in some ways, a game I recently played that also has a notably villainous PC (although Eternal is much darker overall), and even though Eternal had an even more evil protagonist, it's motivated more because you're a servant sworn to work for a master. In this game, you answer to no one and nothing. Many of your choices are just evil for evil's sake. I guess it's the difference between being an anti-hero (like in Eternal or Champion of the Gods or Metahuman, Inc. or even Megamind) vs being a straight-up villain.
But these are minor quibbles. The writing is clearly good. The game is very large, one of the longest (in playtime) that I've played for Choice of Games, and most of the problems I mention go away after the first few chapters.
So if you play the demo and enjoy it, it only gets better from there and is worth the price.
As a final note, the game does a brilliant job with changing the stats screen to reflect your situation, and I wish there was some 'best stats screen' or 'coolest Choicescript trick' award I could give the game for that.
I've been exploring the ChooseYourStory catalogue a bit and taking the advice of previous commenters to check the content warnings so I don't complain about things I should have known about ahead of time.
This game was really interesting and really hard. I don't usually review games without finishing them, but I think it might be a long time before I beat this one (unless I just use the walkthrough).
You play as someone who wanders into a Walmart right when it's taken over by terrorists. You have to explore the various departments and collect items to help you and others escape.
I've probably only reached 1/3-1/2 of the game after a few hours and checking the beginning of the walkthrough. There are tons of items that you can pick up and manipulate, and the game is defiitely 'cruel' on the Zarfian scale, meaning you can irrevocably mess yourself up without knowing.
It reminds me of some of the Infocom games like Deadline or the one where you're a scuba diver, where you have to hit things in just the right sequence or you'll miss out on something important.
There's some grammatical and writing inconsistencies, which is why I'm doing 4 stars instead of 5, but I would definitely recommend this to fans of games that require careful note taking, experimentation, logic, and a lot of replay.
This game reminds me of nothing more than picking up some epic fantasy series like Wheel of Time or Thomas Covenant, one of those books that has a huge scope, intricate backstory, and tons of characters. It's a different feel than standalone fiction, and I haven't found a new series like that in a while.
Seeing it in Choicescript is great. This is a very large game. I remember thinking "Wow, this game is gigantic, took me a long time to play," and then realizing that I was just near the end of Chapter 2 (out of 4).
It's split into four chapters:
In Chapter 1, you establish your backstory and much of the worldbuilding and start your rebellion.
Chapter 2 is a long chapter spread out over weeks where you try to survive over a difficult winter. I had a very hard time with this, as I wanted to not steal, but it meant letting people die. Really good tradeoff in goals here, love to see this kind of interactivity.
Chapter 3 involves meeting a diverse group of people and discovering problems in your midst.
And Chapter 4 is the climactic battle, from planning to execution to aftermath.
This game has many ways to fail, but mercifully has a 'redo this chapter button', which I was glad for when I died on my first run through Chapter 4.
Playing the first chapter will let you know right away if this is your kind of game or not. What I love about this game is how the stats are completely just there to show the game remembers you, and passing or failing stat checks is less about solving a puzzle or getting rewarded/punished and more about building a story based on your choices.
Relationships occupy a lot of the game. There are characters with great depth who can never be seen if you just kill them off bat. All of the main characters show up enough that they get meaningful development and you know exactly what kind of things might offend them or please them, and they frequently are in conflict so you can't get everything you want but still feel good about your choices.
I liked this game, but fair warning it does take a long time to play. The author intends on writing 4 more books but it stands well on its own, especially when compared with other good Choicescript games that are essentially '1-shot' TTRPG adventures. I liked those too, but this is more like a whole campaign with solid backstory.
I've long heard rumours about the quality of this Exceptional Story, and that made me hesitant to play it, as I didn't want to be disappointed.
I shouldn't have worried. This exceptional story is of high enough quality that I thought at one point 'this is the first time I've seen a real story in a Fallen London game'.
Now, that's not quite true, as there are great stories throughout Fallen London and Sunless Skies. But the format usually favors a series of vague allusions that come together in the end to give you an overall impression, although very little is said in each bit.
Cricket, Anyone? is different. It's very large, for one thing. I swear I spent over 80 actions on it, and anxiously waited to refresh my actions throughout the day.
The structure is intriguing as well. Once you get through a couple brief opening storylets, you enter a long cricket match where you make strategic options and, in between inning, investigating the bizarre machinations of the different teams and the trainer.
The story unfolded beautifully; the structure and writing rival a lot of the great sci-fi, fantasy, or modern lit short stories I've read before. There are a series of reveals that individually feel small until you realize what it's building up to and you see that it should have been clear all along. This happens several ways, with the stakes being upped over and over until it's some of the weightiest lore material in the Fallen London canon.
I came in with everybody saying this is the best Exceptional Story ever and was both skeptical and nervous about being disappointed, and I can only say that they were right.