Reviews by Wade Clarke

twine

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House of Wolves, by Shruti Deo
Subject matter of hopelessness in a metaphor or metaphors for something., December 16, 2024
by Wade Clarke (Sydney, Australia)
Related reviews: choice-based, ifcomp 2024, Twine

(This is an edited version of a review that first appeared in my IF blog during IFComp 2024.)

My clinical-sounding and admittedly cynical summation of House Of Wolves by Shruti Deo might be, "Depression Quest but shorter and with you forced to suffer at others' hands as well." I had predicted what kind of experience was ahead when the first choice I picked of three basically said, "You can't do that yet, pick a different choice." Then the second choice I picked said, "You can't do that either, pick a different choice."

This is a Twine piece with an unclear metaphor that could be about being completely depressed, broken and non-functional, hiding these facts from the world, and also being in an environment of zero care or flexibility, and where you are forced to go against your own wishes in terms of what you want to do, or when, or even what to eat. This manifests as having a round of chores to do each day, forced eating supervised by an unspecified They at night, and the visiting of three other storylets on the way.

The storylets were the best parts, I thought, because they offered specificity. They approached character and situation. Learning, friends, college, those kinds of things. Returning to the House Of Wolves at night returns the prose to a pained but too generic dirge of hopelessness. That is what I most disliked about this piece in the end, its non-specific version of all-out hopelessness. I have made this same criticism of many other works of this type over time.

I don't understand the wolf metaphor of the title. It would be disingenuous of me to say I have no idea what it could be about. The trouble is it, and the work, could be about almost anything. Conformity. Vegetarianism. Mental illness. Abusive families. Society. Hunting (wolves hunt). Pack mentality. Metaphorical realism. Symbolic fantasy. What is actually going on with the protagonist? I found no motivation or evidence to throw down in any particular direction. Specifics can suggest forms and forms can suggest specifics. House of Wolves is in the grey zone of this relationship.

I was glad (in a broad way) that it ended on a note of hope, but really, it didn't feel like it should. There's not much hope on the way, so the end feels like a deus ex.

This piece gives Trigger warnings. They are exhaustive for its short length, and really do it no favours. Too long, too much detail, robbing the piece of surprise, overstimulating the listed effects before they've even been attempted to be executed by art.

There is also a paradox with warnings that encompass the whole of something of this size that they amount to a message saying, 'If you relate to any of this (the entire listed content of the game), maybe you shouldn't play this game.' Which is taking the target audience and turning them away.

House Of Wolves is plainly not my cup of tea, but it does have a simple grace of execution and presentation on its own terms.

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The Killings in Wasacona, by Steve Kollmansberger
Excellent serial murder crime-solving with time pressure and skills system, December 8, 2024
by Wade Clarke (Sydney, Australia)
Related reviews: ifcomp 2024, choice-based, crime, Twine

(This is an edited version of a review that first appeared in my IF blog during IFComp 2024.)

The Killings in Wasacona (KIW) by Steve Kollmansberger is a thoroughly involving and suspenseful police procedural murder-mystery game in which the player, a fresh FBI graduate, is tasked with unravelling the reasons behind an abruptly rising bodycount in the eponymous town. It comes as a choice-clicking Twine with some minor graphical embellishment in the form of maps. It also utilises a skill mechanics system. Whenever the agent's skills are challenged, the skill test is delivered transparently as a die roll, with the modifiers and results announced. The player can pick from various classes at the start to decide where they'd like their skill emphases to be.

In my experience, games where you have to solve crimes by producing solutions are challenging to beat. They're probably as difficult to create. Players will perceive all kinds of patterns in everything, assuming they get much of the everything – it's often part of the game design that just getting the information is half the challenge – and they can divine wild solutions that are rarely what the game wants when it's piper-paying time. Often these solutions can't even be inputted, leading to frustration or disappointment.

KIW pretty much avoids all these problems. It has tight mechanics that focus the player on the clue-gathering, prose that summarises what the clues might mean in relation to clues already gathered, and it offers an ultimate refresher on gathered evidence.

The game's writing mode has a Visual Novel kind of feel. I don't refer to graphics. I mean that the characters are perhaps a little overlit. They speak with a touch too many exclamation marks, a touch too much exposition and too many gestures. This isn't my preferred mode, but by the end, I realised I probably actually needed this extra illumination in order to have been able to take in the amount of info the game was dispensing. The prose is efficient, at times perceptive:

"The house is clearly lived in, but with the deferred maintenance one might expect from a single person trying to keep up with the demands of life and inflation."

KIW follows a cycle where turns usually take up an hour of the day, and there are on average five locations or people available to visit on any turn. The player can choose from amongst all the necessary tasks for the investigation: Visiting crime scenes, the morgue, the local college, interviewing other officers, interviewing townies, following hunches, even just driving around at random to see what hits. (Remember that Ted Bundy was twice caught red-handed by randomly patrolling officers in cars, just because they thought he was acting suspiciously, so don't neglect this option.)

KIW emphasises efficient use of the player's time, and a clock up in the corner creates a pleasurable suspense and urgency, even though technically, the game is generous in allowing you to get a lot done. The amount of apparently cross-referenced knowledge of the player's progress, used to cue developments in the prose, is also impressive. The game state looks to be complex but the game knows its state, and the player's. (Don't get me started on games that don't know their own state.)

Perhaps the only incident I found too unrealistic, and disconnected from other events, was when I was given the opportunity to accuse only the second officer I spoke to on the case of actually murdering the apparent drug overdose victim whose corpse she'd found – just because this officer displayed a prejudicial attitude towards drug dealers. With great bloody-mindedness, I took the game up on this offer. I admit I only did this because I'd yet to realise that the presentation of the skill-testing options (the first one had gone great! I'd had +3 on my roll) seemed to endorse them. Big font, imperative mode. I then realised all the choices appear this way. Lesson learnt, I botched this accusational die roll with a -6 modifier and thoroughly pissed off officer Amanda. However, I don't think Clarice Starling would have entertained this option in the first place.

There's finite time to solve the crimes, and when that time is up, the player chooses their solutions from an incredibly detailed menu of possibilities, considering the gathered evidence for each case in handy point form. Perhaps this has been done before, but I've not seen it, and it seemed a great compromise of all the systems involved. It helps the player a lot, but also doesn't make it at all easy to just guess solutions if one's not on the right track.

The results screen is also fun, showing how the player's outcomes fare against everyone else who's played the game. I felt very positive during my investigation that I was handling KIW at an above average skill level for me re: this genre, but my outcomes were all those shared by the majority of players to date, probably indicating my averageness. I didn't feel bad about this. The Killings in Wasacona is a game with a lot of details, but which makes those details accessible. It made me feel the pressure of the investigation, the opening of possibilities, of mysteries, the thrill of discovery, the possibility of solution – and still give that final reminder that yes, solving crimes is hard. I think future crime-solving games could take leafs from this one.

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SOUND, by CynthiaP
A very short Twine two-hander about communication problems, August 10, 2022
by Wade Clarke (Sydney, Australia)
Related reviews: Twine, ifcomp 2020

(A version of this review first appeared in my blog during IFComp 2020.)

SOUND is sufficiently small (for me, a few minutes per play) that my whole review amounts to a spoiler:

In the text-on-black Twine SOUND a woman known as Orange seeks treatment for her stutter and communication problems from one Doctor Thee. The doctor is a sailing champion and island dweller. An island is the venue for the therapy. The prose follows a conversation between Orange and the doctor in which neither is necessarily the point-of-view character. I was interested to note I identified, functionally, with the doctor, just because the doctor was the interrogator, but technically the links that change the progression through the conversation can fall to either character.

There is something a bit cute about the dialogue and the situation. Orange's anecdotes of work difficulties are realistic but the actual prose isn't quite. It reminded me of serious-leaning dialogue delivered by videogame or Manga characters. They say 'Haha,' and someone winked at some point.

Orange posits a theory of sound (that may validate her stuttering) that the doctor appreciates as new. It also seems to be bound up with semiotics. While she doesn't just go and say "semiotics", she does talk about the disconnection between sign and signifier in the supermarket aisles, even though she doesn't use the words "sign" or "signifier", either. It's unfortunate that in this precision-requiring moment, the prose is just a bit off. I'm not sure if it's the proofreading, or English is the author's second language or something else.

Fortunately, the outcome is unaffected, and it's the most interesting part of SOUND. It seems that Orange's theory transforms reality (if only all theories were this easily actualised!) and the IF's words rearrange and repeat on the screen to create the effect. The links wander, as well, but this is no "find the correct link to click" moment – this is indeed, the end of SOUND. And for me, it falls in the right spot that is specific enough to the story, and also abstract and poetic enough to be satisfying without over or under-doing anything. It did prompt me to think on it in a manner outsized to the conversation's face content, and the coda text suggests a beginning for the new communication ("You embark to find that voice") and, cleverly/eerily, is exactly what the game's blurb promised, because that is SOUND's blurb.

This IF is so short I replayed a couple of times to see the other elements and to experiment with the end screen. The repeat plays also improved my overall understanding of the conversation. It's not like it's complicated, but in general I find it hard to keep track of who's speaking during long direct speech outings. SOUND is brief and the payoff is good. A multiplication of effect at the end of something (and definitely not its opposite) is always a fine way to go out.

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The Place, by CynthiaP (as 'Ima')
1 of 1 people found the following review helpful:
Too small and non-specific existential piece with closed exercise element, August 10, 2022
by Wade Clarke (Sydney, Australia)
Related reviews: Twine, ifcomp 2020

(A version of this review first appeared in my blog during IFComp 2020.)

Due to this Twine's size, my whole review below must be considered a spoiler.

"Carla thinks about all the things she loved, Brutalising the Dead by Sadistik Execution, not being on fire, Paris, and herself healing in the future."

The above line was produced by The Place at one point to describe the actions of its heroine, whom I'd named Carla. The parts in bold were typed in by me earlier in answer to questions posed by the game (e.g. What is your favourite song at the moment?) This output, the joint result of all our creativity, made me laugh a lot. Since the game's (weird!) blurb had endorsed meaninglessness, I then thought, "Oh do cheer up, nihilist, you have helped to make me laugh." Place is another case of a Twine IFComp blurb being way off course and in danger of swamping the content of the small IF itself.

The story is about a young woman (whom you name) who's bored, depressed and troubled due to her home life. She's struggling to find meaning, not finding it in places like Paris (or whatever city you typed in) and ultimately having a look inside herself, plus perhaps in some other location you typed in. It's an optimistic ending.

The small scale of the whole makes it difficult for this piece to succeed. The Place describes an arc of troubledness most people would recognise, and the story struggles to rise above common experience by adding some specificity it obtains from the player by asking them for input. As I've demonstrated, the input scheme can backfire. But even if I'd typed more harmonious things, that wouldn't have changed the feeling for me. The prose is more fuzzy than precise and the story is well-worn and too general, though by asking me the questions, it did at least add an extra frisson of the commonality across human passions. One thing I couldn't work out was why the game kept asking me about some lottery draw order. It was the one question I didn't understand, and I was asked it at least three times. Perhaps some language/culture misunderstanding?

I think there's something to the overall idea of using input this way in a short story of this kind, but it would take more careful thought and application to craft the effect.

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Superhero Stress, by Michael Yadvish
1 of 1 people found the following review helpful:
Short and simple superhero CYOA using choice pairs., November 26, 2021
by Wade Clarke (Sydney, Australia)

(This is an edited version of a review I originally wrote for my blog during Spring Thing 2016.)

Superhero Stress is a light, traditional CYOA of mutually exclusive options that are dramatic, like (paraphrasing): "Will you save person A at the possible expense of person B, or person B at the possible expense of person A?" You can play through most of its situations in about five minutes. It's got goofy, typo-y writing and the traditional sexism of old comic books: Ladies are for rescuing, or for picking up while you're rescuing 'em. It's also got a touch of offhand gore that I found very mildly disturbing amidst the silliness, but only very mildly.

Superhero Stress does have a message that it delivers a few times; that a superhero can't be everywhere at once. The film Batman V Superman: Dawn of Justice, had roughly the same thing to say about the Man of Steel, but Batman V Superman: Dawn of Justice took more than 150 painful minutes to say it, whereas Superhero Stress did it in about five minutes.

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Letters, by Madison Evans
1 of 1 people found the following review helpful:
Well-judged Twine letting you explore a teen relationship through letters , November 23, 2021
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2016, Twine

(This is an edited version of a review I originally wrote for my blog during IFComp 2016.)

In Letters, you're a teenaged girl reading, tracing and clicking your way through a pile of letters from your ostensibly cool school friend Cadence after certain events have occurred.

Both main characters have solid writing chops and some wisdom beyond their years, and they communicate everything to each other by handwritten letters in the year 2008, give or take a few years. I felt this setup was a bit of a contrivance, the kind of thing that is outrageously possible in real life yet which takes a certain amount of feinting or explaining when delivered as fiction to get people to buy it. I decided to accept the premise and move on once I acknowledged I was enjoying Letters's sparky, emotional teen writing, and that I was also being prompted to think about how I was interacting with this IF. It worked for me both as emotional writing and as something with a bit of a puzzly feel, an experience I've rarely had with similarly presented IFs in the past.

I spent about twenty minutes with Letters and felt that I had satisfactorily experienced most of its content by that point, though probably not all of it. It's not easy to track which links you've previously clicked, unless perhaps you lawnmower them, or have a better memory than I do. It was a testament to the game's effectiveness that I had no interest in mowing the lawn. I was clicking particular links I wanted to click for reasons I possessed or imagined in relation to the story. Contrivances accepted, I liked Letters a lot.

More detail with spoilers below.

Letters is not outwardly gamey, but part of the blurb is a challenge – "Can you find her?" (your friend, figuratively) – and there's a certain labyrinthine quality to the link structuring. The 'Start Over' end nodes often occur after emotional climaxes or relatively drastic events. Something about them makes you want to avoid them, or just nervous about encountering them. This sensation probably emerges from a basic desire to avoid premature closure of the story. And there's a feeling that if you choose wisely, maybe you can in turn eke out wiser decisions for the characters. For instance, an ending that's not too deep in the structure and which occurs immediately after you tell Cadence to piss off, suggests that maybe by doing so you harmed the friendship so early in the piece as to preclude its development. In light of moments like this, I don't interpret the pile of letters to be a bunch of static found objects that you're going through. They feel more like your interface to a story that has an unchanging core but which you can get into more deeply if you're persistent, or sometimes deflect off if you're unlucky.

The key things I liked about Letters are that I wanted to find more ways into the story, that it wasn't entirely elementary to do so, and that there was a good balance between links that made me feel narratively rewarded for picking them and links that capriciously made the story crumble and sent me back to the (not too far away) start.

There's some tension, while reading a letter, between wanting to click particular links as soon as you encounter them, and holding off and reading the whole letter first. Sometimes reading to the bottom of the letter reveals more links that were initially out of range. Maybe they'll be more interesting? Or maybe you're effectively changing events in the story by disregarding later parts of a letter to move laterally earlier? I also like that I never entirely resolved all this stuff, and the answers probably aren't set in concrete anyway.

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The Golden, by Kerry Taylor
1 of 1 people found the following review helpful:
Some folks love this short pre-apocalypse CYOA, but it's too elusive for me., November 22, 2021
by Wade Clarke (Sydney, Australia)

(This is an edited version of a review I originally wrote for my blog during Spring Thing 2020.)

The Golden is an elusive, faintly ominous Twine CYOA about a sister, brother and father stuck together in a seaside house in an unspecified end-of-days situation.

There are some tense character bits involving familial strain – a tortured card game especially on the first run – but the characters aren't specific enough for these to have full effect. For instance, if the blurb hadn't told me the heroine was seventeen, I wouldn't have suspected it from the writing. She seemed much younger to me, partly because of a sense that she looked up to her brother and partly because she didn't express anything too complex. She just didn't express enough. I don't really know what the problem was with the brother. Only the father had enough tics to make him stand out to me. Geography is a little fuzzy, too, a not uncommon situation in a Twine in which you can move around a little.

I don't know if there's a standard model in Twine that involves making the last word in a passage the link to the next page, a typical strategy in this IF, but if there is, I'd say – beware it. Words should generally be lit with intention. When 'God' on the end of 'Thank God' is the only link on a page, that looks highly significant, but proved to be no different than other standard forward links when clicked.

I liked the end of the story because of the aforementioned ominousness. I also felt that the game worked to build an anticipatory mood for it. Characterisation was the thin area. A piece this compact, written from one character's point of view and clearly indicating its characters are specific, needs to specify those characters more. There's not a lot of time to do it in, but maybe that means what time there is can't be handled as gently as I felt it was here.

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Tentaculon, by Ned Vole
2 of 2 people found the following review helpful:
Impressive squid simulation, somewhat annoyingly delivered., November 20, 2021*
by Wade Clarke (Sydney, Australia)

(This is an edited version of a review I originally wrote for my blog during IFComp 2016.)

This review is entirely spoilery.

Tentaculon is a link-driven Twine game that initially appears to be an eat-or-be-eaten squid simulator. Its prose is keen, a bit gooey and very slightly uncomfortable-making as one cruises around trying to kill and eat stuff while not being subject to sudden spasmodic jerking motions at the same time. I admit I feared some kind of cheap game-ending blow to the back of my head was imminent, for instance a message saying 'HA! You killed to live! You lose!' – but this was unfair misapprehension on my part based on past negative experiences.

Instead, the game cut to a Philip K Dickensian scenario in the present day. I was really a human. The squid I'd been brainjacking was safely across the room in its tank.

Placing what could stand as a whole Twine game in its own right (the short history of this design tool mostly being about short works) within a larger one which turns out to be about neurobiological research and realities within realities is conceptually a very attractive design move, and one I also felt aesthetically. In retrospect of the whole of Tentaculon, I really liked its sci-fi story and its idiosyncratic humour. But actually playing it I found to be a curiously disorienting slog. It brandishes a large variety of interface and delivery approaches that kept me in a place between irritation and aggravation.

There's no consistent way to move between sections. Sometimes it's by clicking the specifically crafted back button, which I'm used to reading as an UNDO button in Twine. Sometimes it's by clicking an acknowledgement ('OK'). Sometimes it's by clicking a particular option amongst several others which are only asides. The variation which bothered me the most, because I didn't realise it was happening for awhile, was when it was necessary to simply wait for the viable link to appear amongst additional text further down the screen after a fixed amount of time. I have complained about the use of text delay timers in Twine games before and will do so again now in light of having discovered a new way in which they can hamper your experience.

I'd say Tentaculon's interface inconsistencies stand out because considerably more Twine games prior to this one have been broadly abstract or linear than have not. Tentaculon features locations connected by stable geography, exits, gettable items and conversations with NPCs. In other words, it's got a light world model, currently a minority mode in Twine, and players need to be able to have some kind of reliable relationship with that model in order to grasp or visualise the results. I struggled with all the chopping and changing of the presentation, links being all over the place and in different styles, and I often felt I didn't have much of a hold on things.

In spite of my troubles, I made it through Tentaculon, relieved that the keycard puzzles were easy, that I was able to link-mash my way through some other bits when I'd lost the plot, and really glad that I'd encountered the fictional work Life Chutney.

* This review was last edited on November 21, 2021
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The Insect Massacre, by Tom Delanoy
2 of 2 people found the following review helpful:
Mystery on a space station that requires multiple short playthroughs., November 19, 2021
by Wade Clarke (Sydney, Australia)

(This is an edited version of a review I originally wrote for my blog during IFComp 2015.)

The Insect Massacre is a Twine hyperlinks game about which it's possible to expose little more than the blurb if one is to avoid specific spoilerdom. That blurb is:

"A short murder mystery set aboard a space station."

The title is explained in a neat way which I will also not explain here. This review will be incredibly coy by my standards.

I found the game's mystery intriguing. The events of the story are concrete enough to provoke speculation, but blurry enough around the edges so as to ward off absolute explanation. Multiple plays are required to investigate multiple angles. Each session requires little time.

The game's aesthetic delivery was beguiling on the first playthrough, if a bit confusing in terms of indicating who was speaking in each scene. The speech is effected with colour-coded names matched to coloured lines of text. My proper gripe is that on the second and subsequent plays, the unskippable Twine delays, pauses and fade-ins that were enforced on material I'd already read felt pointless and tedious. Text is basically not a temporal delivery vehicle like music or film, especially text in a branching story.

Fortunately, The Insect Massacre is short enough that even on replays it isn't too hurt by its eternally slowly-fading-in text. It is particularly good at making the player guess at the implications of the choices it presents, and not because the choices are at all vague, but because of carefully deployed elements of the game once again not discussed in this coy review.

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Aether Apeiron: The Zephyra Chronicles, by Hippodamus & Company
1 of 1 people found the following review helpful:
An overwhelming, narratively ineffective introduction to Something, November 15, 2021
by Wade Clarke (Sydney, Australia)

(This review originally appeared as a blog post of mine during IFComp 2016.)

Aether Apeiron: The Zephyra Chronicles. Book I: The Departure --- Part I: Prelude to Our Final Days on Kyzikos is an extraordinarily long title for a game, or for anything else. Its multiple clauses of descending magnitude promise tons of episodes, galactic-scaled adventuring, locally-scaled adventuring, sci-fi societal sculpting, a cast of thousands (or at least dozens) and the highly agreeable portentousness of prolonged high fantasy. This is a set of promises no single IFComp entry can keep within the context of its IFComp; the two hour rule makes that physically impossible.

Folks can, have and will continue to use IFComp to introduce punters to their big multi-part IF. Aether is one of these introductory games, and it ends in a weird place and starts in a confusing one. The end is not inherently weird, but it's weird in light of the experience it just spent all its time imparting. That experience is a link-based sci-fi / fantasy adventure with a scaffolding of Greek idylls, philosophers and mythology. The first screen, a page of prose from a log, indicates rhetorically that the narrator is or was something like a familiar of the eponymous Zephyra, then confuses by setting the scene with a series of nested geographical relationships (paraphrasing: the moon with the woods orbiting the planet surrounded by the clouds in the Propontis system) and raising the spectre of a great many groups of people and other entities with unusual names involved in Zephyra's story. Plus there's a quote from Plutarch. It's a tad overwhelming.

Spoilers follow:

Zephyra turns out to be a space pilot in the now who used to be a wandering fisherwoman in the past. Links in the prose passages lead to elaborations, courses of action or different locations. The trajectory is generally forwards with occasional gating of progress by character knowledge or events. There is no puzzling difficulty as such, but some patience is required.

Aether's opening, in which the heroine is piloting a starship that's about to disintegrate (the why, where or what of this aren't exposed) should be hooky, but it's handled a bit strangely. The game's structural tactic of looping asides back to already-read passage describing the current scene works later on, but not in this first scene, where it feels like it's slugging up action that should be screaming forwards. The other issue is that Zephyra's visions of divine help from giants and marble hands during this scene come across as pretty psychedelic. Altogether, an odd impression is made, and the whole spaceship scene is not explained or returned to later in this game, leading me to think it's grist for a later episode.

The game then cuts to a more rural (and presumably more modest) time in the past, with Zephyra wandering around and trading fish. The scenic descriptions paint a nice picture, but this prosaic exteriority prevails across all the writing. That's to say that although we're basically playing Zephyra, we barely get inside her, experience her thoughts, motives or feelings. This makes for a mostly inscrutable experience in a Greekish world that's not exactly inscrutable, but is not a world we've been given any reason to invest in yet. Who are these guys Zephyra playfully wrestles with? What does she want out of her days? What's the role of the satyrs she meets? I never learned the answers to any of these questions. Having no character goals and not much of a clear perspective on anything resulted in an uninteresting experience.

There are a fair few links to explore throughout the game – sometimes a crippling-feeling number, like the fifteen on the Fishing District of Kyzikos page – but not many incentives to be thorough. And I got the impression the game expects you to be thorough, since some later asides present information that obviously assumes earlier optional asides were read. Some state-tracking would help address this kind of thing, and will surely be essential in later episodes of this tale if it holds to its mammoth projections.

The finale of Aether is dramatic and ominous, but also oblivious of the fact the player just spent the whole game with Zephyra. The arrival from the sky of a space-faring Jason and his Argonauts, and the promise that they will carry out 'dark deeds' that will wreck everything on Kyzikos, amount to a deus ex (in the broader modern sense) that will remind most players that Zephyra didn't do anything that had anything to do with these things. She might in the future, but so could any other character. In this rural episode, Zephyra has really yet to do anything of significance.

This is what the narrative troubles of Aether boil down to: The game is meant to be an establishing experience for the character of Zephyra, but she has yet to show any personality or do anything of note. The ending only underscores these problems. While they're obviously the biggest ones, the authors don't seem to have any trouble being prolific or riffing on Greekery, and the CYOA-style wandering sections are mechanically effective, though it would take me awhile to get used to negotiating so many links on single pages when those links are interspersed throughout the prose. Aether needs structural recalibration and prose that addresses the interior of its heroine, and so interests us in her, if it's going to succeed.

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