This is the 7th in a series of Twine games centered around the main themes of the Magnus Archives podcast. This one is based on the Slaughter, or fear of mass violence and death.
In this Twine game, you are hired on to help with a Civil War reenactment, helping fix uniforms, belts, etc. But one of the men has a strange book, and you almost feel like you've gone back in time...
This one didn't pull me as much as the others in this series, probably because the Slaughter has always felt like an academic fear to me, given that I've been lucky enough to avoid direct contact with war during my lifetime, only seeing it in the news. The best parts are linear and the branching parts are rather dull, so I'm glad to see this one go and move on to the next. So far this author's best games that I've seen have been ones that focus on personal connections.
Inspired by Kinetic Mouse Car's review, I tried this very long Twine game.
It is at its core a cycle of procedurally generated combat, with upgrades that can be bought by the player. Upgrades are earned by fighting, and the more you explore and fight the more areas you unlock, which have stronger enemies with stronger rewards.
You play as a Corrector, a figure with unknown properties and goals, and you have the ability to come back from death due to an AI that has access to a cloning mechanism. Both you and the AI are missing large chunks of memories that you have to recover.
This is done by finding microchips to plug into the computer to increase its capacity and give you upgrades. Small upgrades cost just a dozen or so chips, while the biggest upgrades can cost over 500,000 chips.
The storyline is complex, and reminiscent of shows like Avatar (James Cameron one). You interact with three factions: human, robot, and alien.
There are 15 endings, corresponding roughly to which factions you support. There are some romantic figures, lots of literary references, and some psychologically intense scenes.
Overall, I found it very satisfying, and it took me at least 4 hours to complete, much of which was through fairly repetitive combat. But it was enjoyable combat, due to the constant upgrades and escalations.
Like KMC commented, there are noticeable typos, which can be distracting, and I believe the armor plating doesn't actually work (one version of it does). But these are pretty slight faults in a large game.
This is another entry in the series of games based on archetypes from the Magnus institute. This one is based on the Desolation, which is associated with loss and fire.
Thematically, it works well; it features a burning hospital and a health point meter, and has some complex decisions in regards to human life.
Emotionally, a lot of it didn't land with me; the PC is unequivocally bad, so it sets you up to play as a bad guy, but then presents moral decisions which would be completely straightforward for a villain in distress.
And the 'overarching plot' section at the end felt a bit like an exposition dump, one that is well-needed but could have been dragged out a bit more.
This is the fifth in a series of 12 twine games about types of fear from the Magnus Archives podcast.
This story is about the Eye, or fear of being watched.
Like the others in the series, it is short, with a couple spelling errors. But it does some fun tricks that make you, the reader, feel that your personal space is being invaded or that you're being surveilled, in addition to the regular story, giving a more direct version of the fear than the other stories so far.
Besides these tricks, the main story is about a man selling off his dead father's possessions, including a very large collection of glass/plastic eyes. But he starts to get a feeling that he's being watched.
This game is the fourth in a series of Twine games centered around the Magnus Archive podcast. This one centers on the Vast, or the fear of very large things like the sea, sky, or space.
Except...this one's not really about fear. Quite the opposite, really. This story is about two girls that meet and start to bond romantically over falling, whether tripping on a sidewalk, bungee jumping, or skydiving.
The game implements 'vastness' into its styling, with very long pages to scroll through; it's actually very effective, I liked this quite a bit. It adds a bit of interactivity to an otherwise linear story.
I was a little disappointed that this doesn't really follow the modus operandi of the Magnus Archives. No one is really afraid, here; this is honestly a feel-good love story with a bit of drama at the end. Which could be great, if that's what you're looking for.
This is the third game in a multi-part series based on the Magnus Archives. This one focuses on the Buried, or the feeling of claustrophobia.
The main characters are a gay couple on a vacation to a cabin in the mountains. One of them finds a disturbing book in the cabin, a copy of a Jack London novel that's not quite as it should have been.
As the story progresses, things get increasingly more frightening. I actually found the writing very strong, feeling visceral discomfort from the horror.
Unfortunately, I found some formatting issues, which others apparently also experienced. At different points, the white links disappeared, until I went to full screen, and even then I had to change the font size multiple times to reach the next links. This took away from the experience somewhat.
This is the second in a series of short Twine games centered around the themes of the Magnus Archives podcast.
This one is based on one of my least favorite archetypes from the series, 'The Hunt', and it's presented in a fairly straightforward manner without a lot of twists or turns. For most of the game (spoilers for midgame) (Spoiler - click to show)you are running away from bizarre beast, dodging different directions in a maze-like labyrinth.. It was just so on the nose that I wished there was more subtlety, more build-up.
Overall, the writing is strong; in both games I've played there are occasional typos (I've been guilty of that quite often myself), but the ideas and atmosphere are solid. I'm looking forward to the rest of the series.
While hunting through few-rating games from this year, I was pleased to see a whole series of Twine games based on the Magnus Archives, my favorite podcast (I've listened to the whole thing at least three times). The organization of the games in this series is based on some of the deeper lore of the series, centered around archetypes of fear.
This one is about darkness, a fear the original podcast writers said they had trouble writing effectively themselves. This one does a great job; at first, it's a pretty mild/boring Twine game about going the bathroom, but quickly gets darker...literally. Warning for those who have trouble reading, (moderate spoilers) (Spoiler - click to show)the text gets harder to read and eventually you have to hunt the screen for text that pops up.
The game is pretty short and could probably have been extended, but overall I'm looking forward to playing and reviewing the other games in the series.
I've been browsing IFDB by searching 'added:2022' by the fewest ratings to see games that didn't get noticed this year.
This was an interesting IFDB entry: added by an author who only was on the site for a couple of days, editing this post a couple of times, with no other activity.
The game itself is actually an interesting concept. You are a prisoner in a torture chamber-based prison deep underground.
Three voices, (a red one, a blue one, and a green one) urge you to acts of escape and violence.
It doesn't last too long, but looks neat visually. There were several typos (it's possible the name of the player was some special effect that doesn't display, since the subject was missing of several lines). Overall, it could stand to be fleshed out a lot more. But the core concept works.
One of the old tropes in reviewing IF was to complain about how many people put the Towers of Hanoi in the game, since it was an old puzzle that had a well-known but tedious solution and there wasn't really any mental thought in solving it.
Unfortunately, I haven't seen many towers of Hanoi games recently, so I've lost my privilege of complaining about them.
That's why I'm glad I found this game. It's a perfectly implemented and otherwise completely straightforward implementation of Tower of Hanoi. The only implementation problem I did find was that it was a bit hard to find the instructions (typing HELP is how to start).
Now that I've played this game, I can complain about Towers of Hanoi for several more years. Thanks, author, for your contributions!