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Who Shot Gum E. Bear?, by Damon L. Wakes
4 of 4 people found the following review helpful:
Murder Most Sweet, November 27, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

So right out of the gate, I knew I wanted good things for this game. After the legally mandated Noir-first-sentence-about-rain, and before anything else, it called me a “Bubble Gumshoe.” The noise I made in the privacy of my own home you have no choice but to call laughter because you didn’t hear it. This entry committed to the bit without question. If you have a low sugar or pun tolerance, this is not the game for you.

Gameplay itself is infrequently searching 6 or 7 locations for clues, but mostly interviewing 4 maybe 5 NPCs depending on how you score it. Then trying to piece together additional things to ask others based on the answers. Cycle through NPCs until ready to Accuse. The dialogue and character business is bizarre and fun, like the Toblerone who smokes candy cigarettes without arms. Because, y’know, no arm candy. (badoom-CH) It was fun for a while poking at characters to see what they could answer and how, and often rewarding to do so.

But then there was a turn. When the topic pool started to dry up, you would cycle through, hear the same things again and get nothing new. Then, the fact that all NPCs use the same, generic, “is no reply” when you ask something they don’t know starts to grate. Searching for clues in unimplemented nouns starts to grate. Asking the owner of a candy strip club about their VIP Lounge and having them say “I wouldn’t know about that” is just lolwut? I mean if not you, who WOULD know? Asking a character about the wedding they JUST TOLD YOU ABOUT and having them give no answer… you get it. I got stuck and I redirected my humiliation to anger at the NPCs.

Mystery IF has a big issue to address, what do you do with insufficiently clever players? Tonight, I will be playing the part of the Insufficiently Clever. Y’know, strictly as a public service. If the mystery hinges on the player asking one specific thing to one specific NPC, you have to at least give a thought to your humble servant who just won’t think of it. The tried and true brute force solution is a hint system, either metagame or in-story (Donut could have admirably served this purpose.) Walkthroughs are even MORE brute force, also established technologies. More elegantly, I recently read some insanely well-thought-out RPG advice that proposed always leaving three clues to every mystery story chokepoint. If you want to get super fancy, design multiple paths with intersecting information chokepoints, each with their own trio of entries! The idea being much harder to miss 3 clues than just one. It seems like there could even be some kind of ‘player not making progress’ algorithm out there, just waiting to be discovered.

This is relevant because there is no conceit so amusing, no joke so funny, that it can survive the self-hating stench of player failure. I’m going to head off what you probably all see coming as a deep digression into “what is a game, and can there be success without failure?” Instead let me pivot to advocating for the Insufficiently Clever who are totally not me. Humans forget nothing so quickly as kind service rendered to them. For players that don’t need the hints, they never need encounter them and can enjoy your game as designed. For the IC, your timely help will quickly fade into the delusion of ‘oh yeah, I’da got that’ and they will end up appreciating it as well! Its really win-win for you, the game author.

So yeah, Sparks of Joy right from the start. And while a not a bug, spinning with no way out was an intrusive break into the experience. Speaking for a friend. Ok, review over, the rest of you can go. Author, can you hang on for a sec?



Hey, if you did plant 3 clues and I missed all of them, can we not tell the others? Please?


Played: 11/1/22
Playtime: 1hr, randomly accused wrong candy, failed. Allegedly.
Artistic/Technical rankings: Sparks of Joy/Intrusively Unhelpful
Would Play Again? Maybe with a hint system?

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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You May Not Escape!, by Charm Cochran
2 of 2 people found the following review helpful:
Well I Did!, November 27, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Yeah, it’s a maze (maybe procedurally generated?). A very thin dystopia skin on top of a maze. It’s a fair play maze, it graphed on graph paper exactly as you’d expect. Along the way, there is NPC interaction, (limited), items to pick up, a few unique scenery or locations and many more repeated ones, a series of heckling message scroll boards to read. Other than the clear motivation to escape the maze, there wasn’t much in the way of guidance or story. Intellectually, I think I kind of liked that about it. There was stuff, samey rooms, text to read but it was all ancillary to just getting out. If you did more with the stuff there, great. If not, just fine too.

I got the sense that maybe there were a few second level puzzles to suss out, particularly with the message boards. My end stats showed there was at least one big thing I could have accomplished before escaping but didn’t. In fact it showed a whole series of scores, some of which I achieved others I did not. Even the ones I achieved, it was fully without prompting by the game. I just did them, then turns out there was a score involved. That was kind of subversively fun, too. But all that fun was cold, meta disassociated fun. Emotionally there was nothing, presumedly deliberately so.

Without a story, humor or character hook of any kind, you’re really just wandering around, drawing on graph paper, and picking up minimally rendered items to no clear end. Yeah I played with some items just for fun, and game did enable me to do so to its credit, but it was just killing time. My perverse perseverance pushed me through to the end, but if at any time the game crashed I could have just shrugged and not restarted. Only one bug, error message “runtime error p50, empty menu list” I believe, but it didn’t stop the game. Or break any mimesis or even jar the experience. Just kept walking and mapping.

This was really a poster child for Mechanical execution. There is a place for this of course. Soduko still has its fans, picture puzzles relax millions of folks. Find-a-words, pencil mazes, all of that. A solid implementation in that category if that’s for you.


Played: 10/9/22
Playtime: 1.25hrs, finished
Artistic/Technical rankings: Mechanical/Mostly 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

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Low-Key Learny Jokey Journey, by Andrew Schultz
2 of 2 people found the following review helpful:
Smokey Burny OH MY GOD I'M NO GOOD AT WORDPLAY, November 27, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Wordplay games are so cool. They marry the math and lateral logic of abstract puzzles with the messiness and context of human language. But they also have a slightly uphill climb, in that they explicitly ask the player to break the mimesis of language and consider problem solving at more of a remove. LKLJJ crucially engages this problem the best way possible, playfully and winkingly. The setup is absurdist beat poetry in the best possible way that just catapults you into an extended, lightly-geographic wordplay puzzle.

From there it is all about rhyming placenames with mostly clever cause and effect phrases. The Sparks of Joy were flying so fast and furious it was like a metal grinder, or a daycare class dancing with sparklers. The game is quite generous with problem solving helpers, from a codebreaker feedback item, a limited use “auto solve” item you can earn, a log of useful-just-not-now solutions, options to close off branches when exhausted, and hints. Most of them tunable to personal challenge/handholding preferences. Its a quite impressive array of tools that shows an understanding of the possible sticking points in its loose tale.

The absurdist milieu is a two edged sword. On the one hand it would be almost impossible to facilitate this kind of rhyming wordplay without it. Conversely, it sets up a universe where words and actions may not behave the way you expect them to, or even think of. The tools above crucially help close that potential gap. As does the author’s completely winning use of language. I can’t even imagine the claustrophobic development garret, overrun with yellow-sticky rhymes, linked with yarn like a Qanon war room. The effort to create puzzles, solutions, and locations that all alliteratively rhyme, AND to accommodate snarky responses to guesses that don’t solve the puzzle. Respect.

Its not completely seamless. The game sets a very high standard on good rhymes so you are trained to ignore imperfect rhymes and when they show up, it jars. There are also one or two prompts that don’t adhere to the two-word descriptions standardized everywhere else. Its not unfair, in that you can deduce the two-word pair from context. The problem is, its not obvious you need to do that, given the standard set throughout the game. Yeah, I’m reporting a puzzle that flummoxed me. Those all feel like quibbles though, especially as the helper tools readily power you past them.

LKLJJ is a winning, extended puzzle set in a hilariously Dada world of clever wordplay. So many Sparks I might ignite. Why not engaging? I think the arbitrariness that is part of its joy has a side effect: there is no continuity thread that pulls you back for “oh I gotta know what happens next.” It kinda doesn’t matter what happens next. Its going to be fun and amusing, no doubt, but I could pick it up tomorrow or next month, whenever I want my next fix. This is not a lick on the game - it does exactly what it wants really, really well. It’s like a book of crossword puzzles - not a page turner you can’t put down, but ready to pick up anytime you want a dose of joy in your life. Assuming you can support a metaphor where crossword puzzles are joyful.


Played: 10/13/22
Playtime: 2hrs, incomplete, score 29
Artistic/Technical rankings: Sparks of Joy/Mostly Seamless
Would Play Again? Will be unable not to

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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CHASE THE SUN, by Frankie Kavakich
1 of 1 people found the following review helpful:
Apocalypse Road, November 27, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

I really dig the Texture “drag and drop” interface, that is what I’ve learned. It feels like you are connecting ideas more organically than a cold click-one-or-other selection (looking at you, Twine). It also seems to open more authorial possibilities by contrasting the connecting ideas, or conveying information about what ideas should be connected (or can’t!) for story purposes.

This story is well-served by the user paradigm. Its an intriguingly imprecise apocalypse tale, focusing on one woman’s reactions in face of impending doom. As she makes her way through a nicely-specific Western Pennsylvania, the interactivity gives us personal and global background and character beats whose ordering and selection (or not) allow the player to collaborate in fleshing out. The whole thing is packed with specific details that really bring the setting and characters to life. It is a short game, but allows multiple endings directly impacted by player choices, and those choices have everything to do with how the player wants to define the character. This is Sparky.

The only unfortunate note, and for me it was an impactful one, was that one ending was arbitrary and unsatisfying and it was the first one I got. It lowered expectations so much for me, that subsequent playthroughs carried a shadow over them. That particular ending was ALSO noteworthy in that the background setting work it did (and was unavailable on other paths) was captivating. I could envision a version where the lead up perhaps leaned thematically more into the ending provided, but I didn’t detect that.

That is unfortunate, because the endings I achieved after that were so much more satisfying and complete. A key attraction to Apocalypse stories is the “what would I do?” question. Here, by providing just the right amount of specifics and back story, the better endings were exploring variations of “what do I want the protagonist to do”? That there were multiple choices leading to different conclusions, and that they still felt consistent with both player choices and the overarching narrative felt really cool. It feels ungenerous to drag down the score due to one possible path. Is a work as good as its best moment? Or as bad as its worst? Or some work-specific function of them all? I dunno man, I’m just winging it.


Played: 10/13/22
Playtime: 20min, multiple runs, 3 endings
Artistic/Technical rankings: Sparks of Joy/Mostly 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


I reference this work in another review. Fair's fair, crosslink to US Route 160.

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U.S. Route 160, by Sangita V Nuli
2 of 2 people found the following review helpful:
Emotional Cruise Control, November 27, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Thanks to a quirk of the randomizer (also known as “randomness”) I reviewed this uncomfortably close to Chase the Sun. I say uncomfortable because there are enough common superficial details it bends my brain to try and compare them, and I really don’t want to. (Spoiler - click to show)Two Runaway brides fleeing a union their communities endorse but their own heart denies. Two solo roadtrips through unpopulated stretches of road. Strong supernatural elements. Strong religious influence on the narrative. A looping ending, allowing you to explore different paths, but strongly linear outside a few key choices. A common abrupt car crash ending. Um, wedding dress still on.

That’s reductive isn’t it? It feels super reductive. Especially because notwithstanding my manipulative list above, the two are different in the ways that matter most: themes, tone and impact. I hope I got it out of my system above, US Route 160 deserves its stand-alone focus.

This is a very dark work. The mood is overwhelmingly oppressive and hopeless, even before the story starts unfolding. I am put in the mind of a writing exercise from decades ago, where the class was asked to convey someone’s mood only through scene description. 160 would have aced that assignment. Words are used like blunt weapons to convey the desperation of the protagonist. It is often effective but… ends up being a bit one-note. That note is really strong and crescendic (c’mon that’s totally a word, no need to look it up), but without variation around it, it starts losing its punch. It is not helped by some unfortunate grammar or spelling which breaks the spell. One that stood out was (paraphrase) “ultraviolence soothed her skin” Now I’m pretty sure from context, that was supposed to be Ultraviolet. If not it was jarring for different, word choice reasons. And yet elsewhere I was gifted with the phrase “corset of lies” which I unreservedly love in and out of context.

Besides the rhythm of the text itself, the main weapon in its mostly linear runtime is dramatic text pacing. 160 doubles down by using both interactivity and more traditional sentence/paragraph structure to regulate its cadence. Like the above, I think this is done so pervasively that the effect becomes muted by the end. It too would benefit from some variation in intensity and application.

The story being told is Tragic in the colloquial (not Greek Drama) sense. The protagonist’s life as told through flashback is heartbreaking. Their western journey is fraught with the rubble of those ancient battle scars. It is pleasantly surprising to me then, given the relative homogeneity of tone, that the three endings I found were so wildly different from each other and the rest of the piece. One managed to find a whole new level of tragic, one was melancholy and slightly …hopeful seems too strong but that’s all I’ve got, and one was delightfully ambiguous. But only one of them felt like a legitimate result of player choice, the others were kind of arbitrary given the choices that brought you there.

It feels …bad… to talk about “Sparks of Joy” for this piece, how about “Sparks of Appreciation?” When the tone worked it really worked, and there were some excellent turns of phrase. And that one ambiguous ending had me smiling in its audacity. But those were counterbalanced by the unremitting ambience, occasional format or word choice clunks, and some arbitrary-feeling endings.

So, to compare to Chase the Sun… godDAMNit brain!


Played: 10/18/22
Playtime: 40min, 3 endings
Artistic/Technical rankings: Sparks of Joy/Intrusive (lack of variation)
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

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i wish you were dead., by Sofía Abarca
3 of 3 people found the following review helpful:
Heartbreak Simulator, November 27, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

This one crawled into my head a bit.

IWYWD is a linear character study, where the character in question is a relationship in intensive care. I nearly got bounced off the first page, for what I think was an unintended artifact? The intro screen starts with a dedication to the heartbroken, then flashes the title. Yes. (paraphrase) “to those recovering from heartbreak: I wish you were dead.” Wow, author, just wow. I say with some confidence that this was unintended.

The entire game is a dialogue between the player/protagonist and their lover. (Spoiler - click to show)The player is trying to break up. There is so much I feel I want to say about this entry I can’t even get two sentences in without plummeting into the spoiler pool.

The dialogue is overflowing with very sincere emotion, and hurt, and history. It’s achingly cringy how unprotected the two characters are and I mean that in the most laudatory way. I found the dialogue very naturalistic, which is really the only way this could work. As a modern man, I have been relentlessly taught to flee screaming from this level of emotional honesty. Even the slightest crack in believability would have been an excuse to bolt for the exit. No such luck. I think it was this naked honesty that drew me in so quickly where other linear studies were less successful. In the end, it is a tribute to the writing, pure and simple. Both the character voices, and the specific and compelling shared history that emerges as the game progresses.

It is a linear narrative, though it appears you can make impactful dialogue choices. The act of making those choices felt like a torturous tradeoff of honoring the truth and honestly wanting to minimize pain. I cannot recall a single instance of inelegant post-choice dialogue - even when, as is definitely true in life, what you try to say has nowhere near the effect you intend. God this game is so smart about fraught emotional conversations.

The author makes another important choice, that I’m only mostly aligned with. The dialogue plays on a timer. Meaning the dialogue, hurt and emotional and unsteady, comes completely on its own pace, impervious to the wants of the player. This is such a smart choice. It forces the player to ‘listen’ rather than mash buttons to get to their next choice. When it works, it paradoxically rejects player input, and the effect is MORE INTERACTIVITY. My head is exploding here. It also allows the author to pace the dialogue precisely for effect. There was one sequence burned into my head in response to a yes or no question:
(Spoiler - click to show)
I don’t –
No.
I don’t know.

Reading my non-paced recreation of it you may be unimpressed (you heartless bastard). But how it was revealed on the screen in fits and starts conveyed the pain of the speaker like a bullet to the heart.

Now, it doesn’t always work. Sometimes the pacing doesn’t quite ring true, or is perhaps clumsy in a way that doesn’t reinforce the dialogue. Also, when there is more than a screen’s worth of dialogue, the page does not autoscroll, ultimately forcing the player to interact in a way that defeats the effect a bit. An auto-scroll functionality would have been so much better here. There is a bit of backstory rationing too - two specific plot points get kind of headfaked in one direction (a not very satisfying one) only to be revealed as something much more real, nuanced and uncomfortable. One of those reveals felt at odds with the carefully crafted player/protagonist alignment. The protagonist clearly knows the history, a sudden reveal to the player disconnects them temporarily. I should also mention that while I found the dialogue crackling, there were some narrative descriptions that suffer word choice. A teardrop ‘exploded’, something else was ‘infected’, a second pass editing could have buffed those burrs out.

Not perfect, but between the dialogue and the story choices those quibbles kind of fade away. And that ending. (Spoiler - click to show)It masterfully recontextualizes the “Play Again?” trope as endlessly revisiting what-I-shoulda-said in our most heart-wrenching, emotional Monday morning quarterbacking. Kidding ourselves that all we needed were better words to have made it go any differently.

For me, the ending cemented it as a Transcendent game. Sofia created and conveyed a real and insanely wracking scenario, then used interactive tools to tremendous effect, pacing dialogue for dramatic impact and mimesis and integrating the player directly into the narrative. God do I not want to play it again.


Played: 10/16/22
Playtime: 30min playtime, more than twice that thinking about it
Artistic/Technical rankings: Transcendent/Mostly Seamless
Would Play Again? I’d have to be made of much sterner stuff. But if I’d just said…

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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To Persist/Exist/Endure, Press 1, by Anthony O
1 of 1 people found the following review helpful:
Press 6 for Inappropriate Laughter, November 27, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

The other day, I was just kind of lounging on my couch thinking “Y’know what I could go for? An automated phone service simulator! Something that really captures the tension and mystery of navigating an audio menu!” Of course I wasn’t thinking that. No one has, ever. And yet TPEEP1 (lol, what?) comes along and says “maybe you should!”

This is a quick play. It models a supernatural/emotional support line that is no better at customer service than your cable company. This thing carries off an amazing balancing act, wringing dry chuckles from a first impersonal then somehow VERY personal bureaucracy exacerbating an emotional spiral. See, you read that sentence, and you’re like “what kind of sociopath would get chuckles out of that?” This is the dark alchemy TPEEP1 pulls off.

As you navigate the menu, and there are quite a few paths through, the responses get increasingly personal, unhelpful and belligerent in a somehow hilarious way. The story is almost completely conveyed in phone menu options, both the text of the option and what is an option, which itself is fun and unexpected. My first few paths were giddy with surprise.

But as I navigated a few different paths, there was a common thread that struck me. Somehow, TPEEP1 (yeah, I’m now addicted to squeezing that abbreviation in as often as I can) pulled away from committing to its own bit. Despite presenting menus begging to build on the conceit, instead you cycle through duplicated “no, repeat” responses, and not in a compellingly, thematically resonant way. There are two possible explanations I can think of off the top of my head. Either this was an entry that was pressed on submission deadline, or the impulse was to not milk the joke. “Brevity is the soul of wit” is a bedrock pearl of wisdom, no doubt. To this I say fie! A joke should be as long as it needs to be and no longer. These could be longer! If deadline-bound, should the author decide to expand the entry, I would gladly pick it up again to see where it went.

A note on presentation, though let me say nothing here figures into the scoring as I am speculating on alternate presentations which isn’t fair to the game. I was put in the mind of a phone menu mini-game in Kentucky Route Zero a compellingly odd, uneven and fabulous commercial graphical adventure. In its implementation, you are confronted with a desktop phone, and have to mechanically navigate the audio menu. This is maybe the first Texture game (an engine I am a normally a fan of) that doesn’t really benefit from its drag and drop mechanism. An actual number pad input would have been stronger here, as would an audio ‘beep.’ End of tangential digression which, if you have seen my other reviews, you have probably become pretty inured to by now.

So that’s where I land: TPEEP1 elicits Sparks of Joy, Seamlessly implemented, but wishing it would more fully embrace its strengths.

TPEEP1.


Played: 10/29/22
Playtime: 15min, 6 endings
Artistic/Technical rankings: Sparks of Joy/Seamless
Would Play Again? If expanded, sure!

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless


TPEEP1.

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Glimmer, by Katie Benson
3 of 3 people found the following review helpful:
Form, Meet Function, November 26, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Of course I’m not the first to observe that interactivity doesn’t have to mean story branching. Interactivity in linear stories can accomplish at least two things: 1) it can invest the player in the protagonist more deeply than raw text and 2) it can carefully manage the pacing of the text to enhance emotional effect. I am saying this to the population that least needs this explained.

Glimmer is very much a short, linear study of depression and to varying degrees attempts both of the above. Because the subject matter lends itself to spiraling introspection and lethargy, there was a particularly nice fit with form here. The player can dive into tangential mental rabbit holes. Scene changes are paced slowly, with small blocks of text where the act of interacting slows down the proceedings. The formula is subtly shifted as the narration proceeds, the interactive pace as much as the words conveying the protagonist's mindset. All of this displays a nicely deliberate marriage of form and function.

As far as protagonist investment, Glimmer didn’t quite get me there. Early game events were fairly dispassionate, showing the protagonist with flattened response to increasingly important events in their life. I understand the intention here, that the protagonist is increasingly withdrawn such that events do not register like they should. It seems that because we are introduced to this mental state before we have built empathy, there is an unnecessary hurdle to our investment. For me, I didn’t get over it until way later and was playing catchup to the narrative all the way to the end. Meaning when the protagonist had a subsequent shift I was also behind.

Stephen King (or was it Alan Moore?) famously said something to the effect of “Horror is seeing your neighbor dismembered through your bedroom window. Terror is when the killer notices you.” There’s gotta be an empathy/sympathy analog to that idea that seems relevant here. While I admire the precise pacing effect of the work, the killer did not see me, leaving me at a remove.


Played: 10/13/22
Playtime: 15 min, finished
Artistic/Technical rankings: Mechanical/Mostly 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

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The Lottery Ticket, by Dorian Passer
3 of 3 people found the following review helpful:
Collaboration Across Time, November 26, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

I love how broad the IF domain is, and in turn how foolish I was to think a two-column criteria could possibly cover that breadth. Here is the latest in my frequent review sub-series “What Do I Do With This?” I mean I am just jumping back into IF after 20+ years, cut me some slack! My parents didn’t teach ME to swim by throwing me in the deep end!

This is an experimental work, showcasing the (modern author's) "Stateful Narration" ideas. “Stateful Narration.” I, ah, ok so… hmm. Just play it then? Do I need to be checked out on the equipment first? Am I qualified to run this thing, let alone critically evaluate it? I infer this is an exercise in giving the reader ability to interject feelings and interpretations that the text will conform to naturally, but not fundamentally branch the narrative? That seemed to be my experience with it anyway. There were maybe 4 interactive entry points in the text. One felt pretty seamless, the other two pretty I guess ineffectual? The text effectively characterized my input as “faking it for my friends” which is legit narratively but felt too easy. The last one I think confounded the parser. I wasn’t trying to do that, but I wasn’t not either. I used the word ‘giddy’ and the text said “Who am I kidding? I’m very nervous. That’s why I’m digging into my fingers…” Feels like giddy connotes some level of nervous energy that compromised the answer? I dunno man, I get that this was a unique experimentation slash proof of concept, I hope the author is getting useful data out of this! Let me retreat to something I’m more comfortable with, how’d the narrative go?

My most memorable exposure to mixing Great Author works with contemporary augmentation was Pride and Prejudice and Zombies. My overriding impression there was that the original work was SO much better written than the new stuff. Notwithstanding the author’s bold attempt to match voice, it was nevertheless painfully obvious where the stitch lines were. LT instead takes the tack of treating the original text AS original text, then putting narrative around it that resonates with the story. It seems unfair to engage the Chekov portion of the narrative, so I’ll just focus on the contemporary wrapper.

It was good! It mirrored and contrasted Chekov’s stream of consciousness exploration in a fun way, but specific to our modern characters. The interactivity didn’t impose much on that path, and it built to a minor climax and amusing denouement. Even discounting Chekov, there were Sparks of Joy in the gentle mirroring. 3 out of 4 interactive instances were pretty ok, that’s a ‘C’ I guess? So Notably Intrusive? I’m pot committed to this criteria by now, so I guess that’s where I land, but hard to believe rating this thing is even close to the point of it.

Also, Chekov was a pretty good writer, huh?


Played: 10/27/22
Playtime: 15min, twice
Artistic/Technical rankings: Sparks of Joy/Notable
Would Play Again? I mean I guess I would if my data is helping.

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Death by Lightning, by Chase Capener
5 of 7 people found the following review helpful:
*Blank Stare, Mouth Agape*, November 26, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

And now for my first review sub-sub-series of my review sub-series “What Do I Do With This?” This review sub-sub-series is entitled “What in the Name of a Gentle and Loving God Do I Do With This, It’s Full of Stars, the Horror, the Horror, Rosebud.”

It opens on an 80’s eight-bit graphics rendition of a snowbound station of some sort, with chunky 80’s graphics font. It’s kind of endearing, but quickly becomes surreal, depending on the branch taken.

My first playthrough, I got a quick one room drama of sex and violence over whether one character can leave another. Motivations were only loosely sketched, it was more about the physicality of the interactions. There was little investment in anything going on, Mechanical at best. But oh, that lonely, isolated building took on a Lynchian aspect as the actions described behind the closed door were fleshy and concussive. The impassive snowy facade seemed strained, somehow barely holding its bland, 8-bit face against the raw passions and furies within.

My second playthrough, boy did I step through the looking glass. Making a different choice on how to ‘restrain’ the second character, led to what was likely (Spoiler - click to show)the protagonist slowly dying of exposure. This playthrough was so much longer. No less mechanical, mind, but infinitely weirder. There are choices to make, and lots of text to read, but to call it stream of consciousness is like calling Hurricane Ida a ‘brisk blow.’ This was a deluge of consciousness, rapid fire word play, and mental white noise. (Spoiler - click to show)Probably all in the protagonists’ mind as their brain freezes them to death?

Y’know how most people who smoke pot are giggly and mellow, but there’s always that one person who gets super uncomfortable, a little paranoid, and loses all patience with the giggly mellow people around them? I felt like I was that poor buzzkill dude that tried to smoke in good faith and peer pressure, but just totally skunked it for everyone. NO, I CAN’T TASTE COLORS, WHY ARE YOU ALL LAUGHING SO SHRILL??

It didn’t work for me as poetry, as paradox, as surrealism, as Dada, it just didn’t work. In fact it Bounced me so hard I started having a mild panic attack mid-game trying to figure out how I was going to deal with this in a review. I’M STILL WORKING THAT OUT! And that whole time I’m flailing through that crisis of confidence? That damned 8-bit snowbound station is staring at me with its single darkened-window eye (weirdly not the door or lit window), scornfully bemused by both my and the protagonist’s shared sufferings. It just loomed there, quietly displaying its imperviousness to our pain, rather than invite us back inside.

I played it twice more, but at that point, I think I had seen the extremes and these felt … limper? There was another violent episode, and a 4th wall breaking unwinding-music-box kind of ending, but neither had the power of the first two. The station was just a picture. Yeah, this one Bounced me hard. That said, it wedded some truly bonkers narrative experiments that had no business being together into a tottering Frankenstein of mismatched parts. Most especially that 8-bit picture. The result was really singular. It certainly provoked a reaction from me.
:

Played: 11/2/22
Playtime: 15min, 4 endings
Artistic/Technical rankings: Bouncy/Seamless
Would Play Again? No, why would I do that to myself?

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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