Adapted from an IFCOMP22 Review
When I initially wrote this, I had a feeling my review was going to say more about my age and cultural blind spots than I intended. I meant this in the least pejorative way possible: I read this as a serial-numbers-filed-off My Little Pony fanfic. It's not at all, so suspicion confirmed!
It is an adventure story in 3 parts, set in an indeterminate Renaissance-feeling time period. Notwithstanding the lack of opposable thumbs in the dominant sentient species, it is recognizably urbane and advanced. Also, there’s a super-hero horse? This thing is overtime on whimsy, and good for it. The story understands that whimsy is often best served by a snappy pace, but here it is somehow too rushed. You are whipped from one encounter/location to another without much pause. The whimsy of its setting is crying to be highlighted by examining surroundings. There are nods of it, like the brief overview of museum exhibits fit for the inhabitants, but they seem limited to the first part and almost completely disappear in parts 2-3. It could really use more. It is all too easy to forget you are a flying super-horse. WHY WOULD YOU WANT TO FORGET THAT???
Part I is an investigation of the Heist in the title. While amusing, there is little to navigate, and barely more to examine before the case is cracked. There are two NPCs you can’t really interact with, which is fine. There is a technical glitch where one of the characters is always talking, and should you engage them, ends up talking both to you and not to you simultaneously. That could probably be fixed. There is some interaction no doubt but it feels very linear. Certainly the mystery is cracked at lightning speed and without much twist.
The next two parts are tracking down and battling the miscreants, in an apparant extended text-IF combat system showcase. Each part has its own setting, but the settings are 3-4 rooms max, with little to do but fight. It feels like the system has randomness involved, but I can’t tell for sure. While there were a few fighting options available, there didn’t seem to be any reason to do anything but strike, then up-arrow-enter repeatedly until done. The battle text was kind of amusing, but ultimately repetitive. The foes were Bond-villain thugs - each had their own signature flair, but were otherwise interchangeable. The game was at its most Mechanical here, and kind of washed away what charms part 1 offered.
This impression seems to be rooted in a, for me, large disconnect between expectations and gameplay. By invoking 'Heist,' I was immediately expecting convoluted planning, deception, reversals, grand set pieces. By invoking 'Superhero Horse' (SUPERHERO HORSE!!!) I was expecting lighthearted, whimsy-driven humor. A combat system showcase was so far from my expectations, I basically rejected it outright.
It felt like a missed opportunity to me. The star was the whimsical setting. I wanted so much more of that, and less fighting. Which, maybe as a review of a combat system is not so helpful. If you engage it as a combat system and resist being distracted by its intriguing chrome, maybe that would be a more rewarding path. But c'mon, why would you bury the lead? It should never be a surprise to remember I am a super hero horse.
Played: 10/20/22
Playtime: 20min, finished
Artistic/Technical rankings: Mechanical/Notable
Would Play Again? No, experience seems complete
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP22 Review
Ok, take two parts snarky, amusing characters, 2 parts crisp custom graphical presentation, one part grind and a dash of IF. Serve over ice with umbrella, and a sense of wanting more?
Let’s start with the most tangible detail: the graphic presentation is just winning. From the Day placards with flowing beer background, to the text scrolls, the fonts and iconography, even the adorably cartoonish bar area it all just fits together for a complete graphical experience. Like a glacier cool martini with a lemon twist suspended in the hyper-chilled surface tension, the hint of its oils eddying on the icy-taut surface.
The narrative tone and character voices are all welcoming and fun, neither over- nor under-written, and all of it moving along at a snappy, snarky pace. You speed through the text rapidly, a smile tugging at your lips due to the turn of phrase or an outlandish character moment. It pulls you through as steadily and satisfyingly as a tiki drink! (Ok, I’m going to try and resist the urge to end every paragraph with a barely-relevant cocktail metaphor. I don’t want to SOUR you on… ow ow ow ow OW OW)
Triple-T has so much going for it, so why don’t I find it more engaging? Let’s start with the opening - there are fully two different intros, and they are kind of disjoint from each other. After two hours of play, one of which isn’t really justified. Neither opening is short, and both are minimally interactive. Once the table is set (bar is stocked?), our motivations and goals established, and the basic bartending mechanisms taught, we’re finally ready to go. Time to start grinding out drinks from recipe cards. As a simulator of mixology, seems about right. An endless flow of drink orders to service in the most mechanically efficient way possible, until your shift is over. You are at least insulated from having to deal with increasingly obnoxious drunks while you work.
After a gameday of serving drinks, there is some lubricating text and interactions, then you’re back at it next day. And then again. It is unclear whether your choices, either conversationally or actions taken, have any effect on the overall narrative flow. Certainly, neither seem to derail the job you have to do. The situation varies a bit, but your tasks don’t. So far, it felt like a grindy, minimally interactive kind-of-RPG where you are earning pay towards a goal. On Day 3, I achieved enough money to satisfy my goal. However, the game did not acknowledge this, and instead repeated itself for Day 4. Literally. Day 3 was an amusing day, thanks to a character’s screwup, but I guess that screwup happened again? This time jarringly without the establishing text, but otherwise word-for-word identical. And then time ran out.
At the end of two hours, I had powered through an overlong double intro, enjoyed some peppy text and graphics, grinded a LOT, and then got Groundhog-Day’d when I met my goal. The stakes were pretty low to start with – which can be cool actually! Not everything has to be save the world. In this case though, for all the entertaining wordplay the motivations just didn’t click into place. Meaning when the timer expired, the snappy presentation and writing couldn’t overcome the mechanical central mechanism and worryingly repetitive 4th Day.
Sorry, no more for me. I’m driving. (You got 3 cocktail-free paragraphs, take the win.)
Played: 10/7/22
Playtime: 2hrs, finished 4 gamedays
Artistic/Technical rankings: Sparks of Joy/Mostly Seamless
Would Play Again? Don’t think so. Too much grind and Day 4 was a worrying portent
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP22 Review
Because of specific compatibility needs, this game made me install Opera. Better be worth it! It’s fine actually, the linux build was seamless enough.
I think this is my first interaction with a Chatbot since I tripped over ELIZA (already deeply out of date) on the early internet. “Pshh, c’mon reviewer, Siri and Alexa are everywhere…” NO. NO NO NO. Spybot Siri and Agent Alexa are not welcome in my life! “Dad, they only listen when you talk to them…” said my adorably naive daughter. It took a way too long silent stare to get her to tumble onto how they know you are addressing them… Does this make me sound like the Unibomber? To repurpose a Chris Rock OJ Simpson joke, “I’m not saying he shoulda done it. I’m saying I understand.” Hm, not sure that was as funny as I wanted it to be. Not sure the original joke was either. Oh God, I’M WEARING A HOODIE RIGHT NOW!!! Maybe its best if you politely let me cut away to…
Thanatophobia! A chatbot that is totally not spying on me! Well, the server is logging my every input… I’m backing away from the brink. I promise.
My first impression was both how much and how little progress has been made since ELIZA. As I recall, Eliza’s ‘trick’ was to keep asking questions using text you had just typed to give the illusion of talking. Was that Eliza? I think so. Or maybe I’m confusing 'her' with a psychoanalysis bot. I’m just gonna go with Dr. Eliza for the rest of this. Thanatophobia kind of reversed the equation. It was at its most convincing when I asked questions and it answered. It had a convincing array of answers ready for me too! About family, friends, jobs, relationships. There were great stretches of reasonable dialogue, though inevitably most of them terminated into “don’t wanna” before I was done. The "don’t wanna"s were pretty ok, felt natural as much as unnatural which is a step above most IF. The illusion was enough that I slipped into Engagement pretty quickly.
It was a weird experience though. I would go through stretches of hyper-effective conversation to hit stretches of close-but-not-quite. The uncanny valley of dialogue. The overall effect was Engaging, but with intellectual reserve. It did give me a moment of amusement, albeit perhaps at the game’s expense, when I had cause to say “I got that” after a particularly egregious bout of repetition.
The uncanny valley was most pronounced when what felt like a pretty natural, meandering conversation suddenly took on NPC-driven endgame urgency of “who is it? who is it, huh? tell me, who is it?” I fought this for two reasons. On the one hand, in my role as therapist, I didn’t feel like we were ready for specificity. On the other, there were some questions I still wanted answers to that seemed as or more important than the mysterious identity. Eventually, I was bullied to spamming candidates until there was an answer they liked, and only as a declarative, not a suggestion to digest together. It seems like there is a narrative fix for this, if I can be forgiven the presumption. (Spoiler - click to show)If the threatening figure, so far aloof, had advanced on the NPC in a perceived threatening way that would have given some rationale to the sudden urgency of the question, and gotten me on board with providing an immediate answer.
The rushed ending, and in particular my spamming response to it, nevertheless credited me with a “win.” It made me wonder if there was a “loss” scenario. That’s fine, sometimes IF is really only about the story. Here though, a key part of the Engagement was the illusion that I could help, and driven by the prospect that I MIGHT NOT. A bit of edge is taken off when it feels like (warranted or not) maybe failing was never a possibility. Or maybe, that impression was just an artifact of Chatbot limitations, I can’t tell. Let’s credit it to that, and club it with the uncanny valley to call it Notable. I do really like how different this was than most IF I've played this year.
Anyway, I’ve got Opera now. But who am I kidding. I use Firefox/DuckDuckGo with a massive superstructure of privacy plugins. That’s not gonna change.
Played: 11/2/22
Playtime: 30min, success
Artistic/Technical rankings: Engaging/Notable chatbot limitations
Would Play Again? No, experience seems complete
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP22 Review
And we’re back to the “What Do I Do With This?” Sub series of JJMcC’s Reviews Out Of Time. Today’s conundrum: an IF implementation of a real-life Christmas scavenger hunt!
Look, I could wax academic about the quality of the map - how sometimes directions get turned around, or exits not flagged, or verbs incompletely implemented so you struggle to (Spoiler - click to show)open a secret bookcase door. I could whine about how thrilled I was to use the nifty folding map player aid, only to realize after struggling fruitlessly for a half hour that I needed to also fold the map in the parser – that being the only way to unlock game state, so I could find what I was looking for in the places I had already tried to look. I could bemoan falling into the same trap later when I visually decoded a word puzzle, to then need to guess-the-verb to solve it again in the parser before I could advance. I could admire the chutzpah of implementing your own house in parser map, then more dramatically in a note-perfect Potter pastiche prop. There would be words about language choice, words about spare descriptions, words about lack of interact-able objects and NPCs, and words and words and words words words.
Then I’d have to score it.
I am becoming convinced that the entire concept of 'reviewing' is actually an elaborate social psychology experiment being conducted on me, and all of you ALL OF YOU are in on it. You seem to be testing the theory that any random person of good will, when given the power to pass judgement on another’s creative work, will inevitably become a callous monster, glibly making half baked pronouncements on hours on hours of truly impressive labors of love. Cold to the people behind the stories. Well I see behind the curtain IFDB, if that is your real name.
Today we have a work based on a real-life father MAKING MAGIC FOR HIS DAUGHTER ON CHRISTMAS! What’s next IFDB? Huh? A toddler writing IF to earn money for life saving surgery for his out-of-work single mom? A collective work by an orphanage trying to keep an opioid manufacturer from foreclosing the only home they’ve ever known?? An overworked animal shelter volunteer desperately cranking out IF because it is the only thing that distracts the puppy ward from counting days??? YES, ADORABLE, PRECOCIOUS, DOOMED, IF-READING PUPPIES!!!
I’m not playing your little game. Y’know what happened when I made an outdoor Christmas scavenger hunt for my wife? It rained. In a state where water from the sky is the stuff of myth, it rained. Screw this, I am rating this game 10 out of 10 for Father of the Year. Did you see the photos (The Last Christmas Present - Photos ) of that map he made?? Good lord who am I to shade on that?
Played: 10/28/22
Playtime: 1.5hr, finished with hints
Artistic/Technical rankings: Seriously, don't. (Spoiler - click to show)YOU HAD TO DIDN'T YOU?? Mechanical/Notable
Would Play Again? What’s happening to me???
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP22 Review
Very short work, giving you the role of witch in 1800’s Scotland trying to do good while evading close-minded witch finders.
Overall a pretty Spartan experience. The interface is functional, but not very evocative of its setting. Use of color is actually well done - different colors highlight three different game functions. The text has some offputting grammatical issues, like maybe a non-native English speaker or young author, but certainly forgivable. The text is functional enough, though contains few descriptive or character flourishes to establish the setting or players. Unfortunately, the relative sparsity of the text made the errors that much more prominent and memorable. Ultimately, without any textual immersion we are left with sequencing puzzles - how to fix certain problems without tipping off the Witchfinders that you are sus.
The NPC interactions are limited to problem identification and/or solving. Some action choices are contextual - options become available after you’ve heard of things – others appear to be available at time 0, even though you don’t know what they might be good for. People can be asked only one or two things, with only one or two actions available. It creates a claustrophobic world of limited possibilities that isn’t that compelling to explore.
Some responses and actions are obviously witchy, and these provide some tradeoff tensions, but others are ambushy - what seemed like a safe move still turned on you. Not outright unfair, just sour gameplay. There are really only 3 good deeds to do (that I found), one easy, one medium with tradeoffs, and one I didn’t solve after three tries. Was not really motivated for more attempts than that.
The text and/or presentation could have elevated by setting a stronger sense of environment and characters. Expanded, more interesting choices and destinations would have created a more interesting playground. Without either, definitely a Mechanical experience.
Played: 10/11/22
Playtime: 15 min, 3 playthroughs best score 60.
Artistic/Technical rankings: Mechanical/Notable
Would Play Again? No, experience seems complete
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP22 Review
Zombies have had quite the cultural arc, haven’t they? From their racist beginnings, to Romero’s definitive lo-fi masterpiece, to gorehound cutting edge horror to ubiquitous then backlash to now just a cultural staple. I mean there are zombie musicals, comedies, heist pictures(!), romances, its just a whole thing. Somewhere along the way their metaphorical power was diluted, but is still endlessly malleable (not unlike vampires).
Surprising no one, the genre is a great fit for a a tower defense/resource allocation game. My first introduction to the game was trepidation - I’ve learned to be wary of this engine’s graphical presentation which errs just on the side of Notably Intrusive most of the time. Some early spelling and grammar errors also were a little concerning. There was some clumsy action sequence blocking where mid attack, suddenly the zombie was still approaching but almost immediately the tone not only saved it but started leading the charge. (Spoiler - click to show)As you are being attacked by the shambling remains of your spouse, the narration observes (para) “…normally a good thing…” This really cemented the breezy tone that had been building to that point, and set the stage perfectly. After this, to the extent that spelling and grammar were an issue the tone easily sailed you past.
As you segue to the defense portion, the graphical presentation really starts to shine: the simple but effective use of screen, color, task selection dropdowns, and status bar tracking made for a seamless and pleasant cockpit to steer your crew of hardy survivors. As it is a timed game, especially appreciate that scrolling is almost never needed. The roles you need to juggle are well thought out, and crisply implemented. The tasks all make sense, in the logic of the game, and like a real apocalypse it's not clear where to focus your energies at first so you wing it and fire and adjust. All in the face of a doomsday timer in the form of an incoming zombie horde.
You’re balancing survival/happiness against crucial future building tasks, on a timer. The timer started to move a touch slow (actually I was probably moving faster) as the game went on, I could see tweaking to subtly speed that up as the game progresses but definitely not at first. Even as you are in a frenzy of your survival balancing act, the wry tone periodically keeps you smiling. At one point my zombie researchers, after quite a long research effort, concluded “zombies cannot be reasoned with.” Lol, no sh*t researchers, why are we feeding you again?
And then its over! A short denouement and you get to read about your score in an amusing news story. This is a kind of slight, short game, but it is such a winning mix of tone, tension and logistical puzzle that I have to say I was Engaged. It does what it wants to really well, and knows to leave before it wears out its welcome. I would call it “Notably Intrusive” for its occasional writing clunks and slight drag before the end. None of that degraded my enjoyment for sure.
Played: 10/29/22
Playtime: 40 min, 8 survivors, down from a peak of 21
Artistic/Technical rankings: Engaging/Notable
Would Play Again? Very likely. It’s somewhere between an Adventure Snack and a full meal. Second Breakfast?
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP22 Review
This is an uneasy marriage between a paranormal adventure and a sibling relationship drama. Let me start by answering the question posed in the title. “No, you are your SISTER’S keeper.”
Now I am on record as admiring the Texture interface. I think an author can do a lot with the drag and drop mechanism, particularly what options you make available, associated with what text, and through creative use of the “balloon text” when you do connect the two. I don’t think this work leveraged the power of that interface to its narrative fullest. On many early screens you are presented with two options. Turns out they are not exclusive, you actually need to connect both to advance. Worse, each choice reveals a subsequent paragraph, but they are not position independent. If you choose to reveal the ‘second’ paragraph before the ‘first’ the text doesn’t really flow right. Or if it does, the insertion of the final paragraph dispels that equilibrium. Now creative text choices could use that to advantage, to lead the reader on a different mental path depending on order. Here, I couldn’t detect that. It just felt like a single page that required two pulls to see. It didn’t connect prompt and choice in an interesting way and didn’t leverage that delay for dramatic pause.
I’m not sure why, but I also hit some issues that I think belong to Texture and not the author. It's weird to me how much Texture work I consumed before this registered. I don’t know enough about Texture to know if other authors were able to mitigate these artifacts better or if Texture’s luck just ran out here. For one, the VERY distracting “font resize” issue reared here. (Is it just me? I complain about it a lot, like a LOT a lot, and I’m starting to question whether this is a fundamental flaw of Texture itself.) Texture appears to do an HTML-like dynamic formatting for line wrap, paragraphing, etc. Which suggests that like HTML, an author would need to do some extreme intervention to tightly control their screen. In HTML, when text overruns the available window space, it scrolls. In Texture it seems to shrink the text until it fits. Man is that an intrusive choice.
There was another presentation glitch that I noticed for the first time here. The “text balloons” that hover over the prompt word do not recognize edge-of-window. If your prompt is on one side or the other of your window, and you have more than a word or two of bubble-text, it disappears under the window’s edge making it useless. Since Texture appears to auto-wrap, its not clear how the author could mitigate this, and yet this is the first work I saw this artifact so consistently. Bad luck?
Leaving aside the distracting formatting, the narrative was a little too bare bones for me. It’s a missing sibling search, that culminates in a Big Bad dream-dimension battle for freedom. It has always been true that horror is a genre practically screaming for metaphor. The supernatural stakes are completely at the author’s whim, and creative authors have crafted innumerable monsters as sophisticated metaphor for real-life horrors. Buffy the Vampire Slayer famously did so for years until the true monster was revealed! I wrote that line as comedy, but it actually makes me a little sad.
Here, the Big Bad doesn’t strike me as having any metaphorical resonance, it's just a (really cool!) monster. Its realm, whose description is also a high point, similarly doesn’t seem to serve a metaphorical purpose. The central sibling relationship seems to be crying out for such a treatment, but no. So it ends up being a pretty straight-forward, unnuanced pulpy adventure.
I don’t think it succeeds as that either though. It's not moving fast enough to paper over its plot contrivances, which is crucial for pulp. If it’s not a white knuckle thrill ride, the audience will have time to question, “Wait, he rode all the way to Germany CLINGING TO THE OUTSIDE OF A SUBMARINE???” Zip them past that, author, that’s totally not important! I get no joy from listing “plot holes” so I’m going to spoiler these just so we don’t have to read them. If the author is curious what didn’t work for me, here are a few plot choices that jarred loudest: (Spoiler - click to show)finding not one but 2 crucial clues, in minutes, that a presumedly much longer police search failed to turn up. Keeping the police out of the loop before the supernatural angle was obvious. Reading about the savior MacGuffin, that the sister suddenly has, but does not realize how to use. Why else would she have it?
I think though, that all of those I could have forgiven with a taut sibling drama, and I feel let down here too. The missing sister was presented as flighty, disappearing for long stretches without reason, the implication being she can’t take care of herself. More traditional use of spoiler-mask: (Spoiler - click to show)At the climax, the sister is begging, pleading to be trusted to effect her own rescue, or at least effect a heroic sacrifice. The game does not even give you an option to honor her wishes, and so the protagonist siezes the agency, denies the sister, and saves the day. The real answer to the question in the title “Am I My [Sibling]'s Keeper?” is apparently “Yes. Yes you are and always will be.” This is like the least satisfying answer to that question.
Played: 11/6/22
Playtime: 15min, finished
Artistic/Technical rankings: Mechanical/Notable
Would Play Again? No, experience seems complete
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP22 Review
Another default(?) themed Twine entry, this one set on a research vessel out at sea with a crew of young oceanographers. The black/white/blue color scheme serves this game a little better than others given its horror theme, but barely so. During I think the 5th play through I did stumble on a nifty use of dynamic font, would have loved to see more of that but as far as I can tell that was a one-off.
The tone on this one was noteworthy. The protagonist is not dynamic, they either perfunctorily or begrudgingly follow the choices you make. They got some stuff they’re dealing with, and not particularly effectively. It’s an unusual choice which at first puts the protagonist at a remove from the player. This is reinforced if you try to goad them into action – things don’t really working out if you do. Heroic-feeling choices either outright fail or come with significant unforeseen drawbacks. Driving this PC is kind of like pushing jello - you can’t always get them to go the direction you want, and even when you can its never very responsive and requires more work. Fortunately, they are surrounded by much more dynamic NPCs which definitely give some welcome propulsion to the action. First play through I never did synch with the protagonist (and kind of admired the NPCs) and was left at a remove.
Construction-wise there are long linear sections of action, punctuated with choices you have no real way of assessing, meaning things can feel arbitrary. Some of them do allow you to build the character, or maybe shade them at least. Normally, this design choice frustrates me if there isn’t a thematic reason behind it. There’s two reasons why here, this actually kinda works? The first is that when the action gets furious in the third act (really there’s only two acts, so second act), making choices in a spur-of-the-moment panic probably isn’t going to result in deliberate, fully-informed decisions. This tracks. The second reason it works, and why the character choices can work, is only really revealed on subsequent playthroughs.
There seems to be a lot of plot divergence available here. Early choices take you down very different plot paths. It is a short game, but nevertheless it feels very broad. This is not a ‘plot will always reconverge, it's the friends you make on the way that change’ design. The protagonist/player alignment benefits from these multiple playthroughs. It’s not a long game, and it's a race to see if you will come around on the protagonist before the end. First play through I did not, not even close. But on subsequent playthroughs, because the plot varied SO much, you weren’t revisiting the past, it was like you got more time with them. I wouldn’t say you ever really like them, but you at least get past “would you just step up??” to some early stage of sympathy.
But the real secret that multiple playthroughs reveal is how deeply cynical and hopeless the whole thing is. First play through you might assume “well I made some bad choices, sorry dead characters.” (Spoiler - click to show)I played to 6 endings and they’re ALL bad! The ‘best’ was physical survival but very depressing and it went down from there! That’s not necessarily pleasant or enjoyable, but it is… bold. Pet Cemetery is one of my favorite Stephen King stories because it is so unremittingly tragic. There is no ‘magic book/shaman that saves the day at the climax.’ Uh, spoiler. It is a no-compromise approach to horror that dares you to appreciate it. Which I kinda do? (Someday I’ll figure out why it works for King, and fails so spectacularly in Halloween Kills. Probably because it's King, right?) I did not try to determine if there were NO (Spoiler - click to show)optimistic endings, but I do kind of hope there aren’t.
So where does that leave me? Play through wise, between the difficult protagonist, limited and arbitrary choices, mostly vanilla presentation it was Mechanical and Seamless. (Spoiler - click to show)But it gets a bonus point for committing to its bleakness across multiple endings.
Played: 11/1/22
Playtime: 30min, 6 endings.
Artistic/Technical rankings: Mechanical/Seamless
Would Play Again? No, experience seems complete
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP22 Review
This was my first exposure to Texture pieces. Maggie H’s use of it, including formatting, color choice, response management and graphics use felt like an extension of their expressive prose in setting an overall mood of the piece which I’ll call ‘lazy disquiet.’ Even where the choices were limited to one or just a “next” button, the text blocks, breaks and changes all felt deliberate and evocative in a really nice way.
But there were bugginess issues. In particular, it seemed that regardless of my choices (and boy did I try a lot of permutations of them) I could only get at most two nights’ sleep that ended either in waking up with an unexplained loss of time that seemed narratively important, or on a page whose bug was that none of the presented choices allowed you to leave the page. Stuck.
I hit both of these end states within 15 minutes and spent the next hour and a quarter trying choice combinations and failing to achieve a different result. Early on, this actually seemed intended (stuck bug notwithstanding), striking a “Russian Doll” / “Edge of Tomorrow” / “Happy Birthday to Me” vibe which generally is catnip for me. (Just realized I didn’t invoke “Groundhog Day” above. Is this where we are now? We’ve now got so many it’s lost its primacy as naming this genre?) If that was not the intent, boy did I misread it, though it was that read that motivated me to try and push through.
According to my arbitrary judging criteria, my first few playthroughs elicited true Sparks of Joy in turn of phrase, surprising interactions, creepy description variations. This was not to last. Repetition, especially in time loop type games relies on setting narrative expectations, then either building on them or infinitely and creatively varying them. Without either, there are two possible progressions: long blocks of text will be ignored and clicked through mechanically; short bursts of text will be read so frequently that, like rapidly repeating words for a not-so-long period of time they will lose all meaning. Both happened here, though a third thing did also. Maggie H’s prose is wryly singular in a way that sustains it for a while. But with repetition, many passages seemed to undergo distillation - with every cycle, they concentrated. Not unlike boiling sugar water until it sublimates from lightly sweet liquid to way-too-sweet syrup. An example: the game poetically presents a few things as “gaping.” That is an insanely powerful word, immediately invoking a symphony of feelings. But the more you read it, the stronger its impact is, until you start engaging it with “Is this really the right word here?” “This is saying a lot more than it should.” “Oh my God please stop saying ‘gaping.’”
So I’m left with very positive feelings of my first half hour, quickly eroded away through repetition and lack of progress. My criteria shows its flaws: while my impression showed “Sparks of Joy” initially, repetition eventually sanded those moments down to “Mechanical.” Alternately, if repetition was NOT the point of the game at all, maybe my experience was due to “Intrusively Buggy”-ness. (There is a third option. That I was too dense to make progress, missing some obvious out for over an hour. I acknowledge the possibility but “Just Know Something You Can’t Figure Out” has never been actionable feedback for me.)
Played: 10/3/22
Playtime: 1.5hrs, stuck for 1.25 of it
Artistic/Technical rankings: Sparks of Joy -> Mechanical/Intrusive
Would Play Again? Maybe, If reminded and bugfixed
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP22 Review
I was cautiously looking forward to this one. Looking forward, as my fondness for early text adventure is just a thing about me by now. Cautious because those early days are much more enjoyable in my head than in front of me. And as a standalone app, unless Paul was building on a rock solid parser there were decades of learnings he’d need to implement.
I was right to be cautious. Part of it was my fault. I was bringing TADS-like parser dialect to this game. I did reasonably quickly figure out my blindspot and adjusted to this new parser syntax. But man was it frustrating. So much guess-the-noun, guess-the-verb. A tried and true way to combat this is to artfully provide valid words in descriptions and error messages. Not only do we NOT get that here, the text actively steers us wrong. An early puzzle involves getting out of a thick copse of trees, but…(Spoiler - click to show)it requires you pull an object out of your pocket, which I never thought to do as a ‘status’ command had previously told me I was carrying “Nothing, zilch, nada.”
Other tried and true ways to combat search-the-X problems is the hint system and walkthroughs. The hint system is context aware, but pretty primitive in that its suggestions are of limited help and relevance. But the walkthrough, I’m not sure what to do with that. I explicitly tried commands suggested by the walk through to be variously met with “Be more specific” or “you can’t do that.” Why are you taunting me, walkthrough?
To be fair, early games sometimes used “You can’t do that” as a synonym for “You don’t need to do that yet.” I certainly tried to embrace the experience with that in mind. So for 40 minutes I exhausted the hints and walkthrough and just typed variation after variation trying to hit the magic combo that would do what I wanted (as told by the walkthrough!) to do. I gave up at the 1 hr mark.
It’s a shame the parser problems are so dire. The bones of the game seemed amusing - the ASCII art was the perfect note of blast from the past, and much of it was really well done. It was SO well done I could even use the pictures to suggest relevant nouns, but that ended up being unevenly implemented. The few puzzles I encountered were simple but very evocative of early text adventures and would have elicited wry smiles had it not been so hard to bend the parser to my will.
Really, it feels like this would be a warm happy play if the parser could get out of the way. It would probably take heavy coding, but parser work alone wouldn’t solve it. Even with the current parser, the author could do a lot more in descriptive text to cue the players, and in beta testing to wring out contradictory, even deceptive text. I kind of hope they do, as this is a thing that makes me happy it exists, but the parser won’t let me enjoy it.
And at a minimum, ensure the walkthrough gives actual commands that work! It is the promise of this that pushed it from a 1->2 for me. A valid walkthrough would be a good way to show it is not Unplayable. Yes, I am committing the cardinal sin of critiquing on content that doesn’t actually exist.
Played: 10/5/22
Playtime: 1hr, stuck for 40min of it
Artistic/Technical rankings: Mechanical/Intrusive
Would Play Again? Probably not but Maybe? If hint/walkthrough and in-game guidance significantly improved.
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless