Reviews by JJ McC

Spring Thing 2025

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The Hound of Ricsige, by The Bentomologist
2 of 2 people found the following review helpful:
Sir Dram-alot, July 25, 2025
Related reviews: Spring Thing 2025

Adapted from a SpringThing25 Review

Played: 4/2/25
Playtime: 15m, 3 playthroughs

Why make fiction interactive?

I ask this question sincerely, in full knowledge of the forum it appears in. What is the point of it? Oh, sorry, I should clarify. I’m not asking you, the reader of my winkingly labeled ‘reviews.’ I’m asking you, the would-be IF author. What is it about your work that makes interactivity intrinsic to its form or function? How do you expect interactivity to impact the consumption of your work - its plot, themes and characters and/or overall experience? It feels like a ‘gotcha’ question and it kind of is one. I see Interactivity as an attempt at a more personal engagement from the reader. By giving them some agency in a story’s progress, the reader develops investment, insight, and personal alignment with the proceedings. More intimate than even the best novel.

Maybe. The trick for the author is to nurture and develop that dynamic into an artistic statement. HOR (heh, loving the acronyms this year so far) takes several steps, deliberately or otherwise, to use interactivity to push the reader away. This feels misguided, if intentional. Really, I think it is the intersection of ambiguity and interactivity that misses the mark for me.

Let’s start with setup. This is kind of cleverly done by using mouseover to change dialogue options. We are presented with “coworkers” and “Boss” that become “Knights” and “Commanders” as our setting reveals itself to be an order of knighthood. That played pretty fun, though it did have one effect: it let we the players know that we are NOT aligned with the protagonist. Despite making conversation and thought(!) choices for the protagonist, we don’t really know their life. Now, this will always be true in IF - I have not lived my life as a hobbit or detective, I just haven’t. The trick is to maximize opportunities to align the reader and minimize overt disconnects. Unless tied to the theme of the work, choices that HIGHLIGHT that disconnect work against us.

A far more serious disconnect evolves through the creative choice to bounce the player back and forth between two sides of a conversation. The knight stuff is really just (interesting) background in a ‘you don’t appreciate me’ conversation between two… friends? Lovers? Something in between? Not knowing is another level of disconnect. We see and inform the STRENGTH of the protagonist’s angst, but develop no true feel for the SOURCE of it. Which is kind of important if we presume to carry half the conversation! Not understanding the source made the heat of it unsatisfying and ultimately baffling. Perhaps we are intended to supply it? That puts the cart before the horse a bit - asking us to watch an escalating emotional spiral, then retrofit motivations that make sense.

Further distancing player and protagonist, any attempts I made to defuse the angst (for example to focus on ‘are they maybe hurt?’ rather than ‘they hate me’) seemed to be basically ignored by the narrative. I was left with the strong perception that while I could try to shade things, I had no true ability to alter the conversation’s path. This is not automatically a problem if tied to the theme of the work (which it very much seems to be here), but it does have a distancing effect between player and protagonist. My input is roundly ignored, diluting my investment in the proceedings.

Worse, by occasionally being given the opportunity to drive the other half of the conversation, and by extension getting a glimpse of the partner’s inner life, we are underwhelmed. Nothing about the partner’s conversation choices suggest any level of worthiness, any level of justification for the protagonist’s angst. Rather, we are left in the position of confirming that yes, the partner is an obliviously smug and selfish person that the protagonist is well rid of. We saw their thoughts! We know this!

There is a read that maybe we are not seeing the partner’s thoughts at all, but the protagonist’s PRESUMPTION of their thoughts. Thing is, that may redeem the partner (though their objective actions are still an unanswered indictment), but it further exposes the protagonist as not ready for the relationship they want, and whose paranoid projections are decreasingly sympathetic.

All of which makes the bodice-rending, chest beating, wailing of the protagonist fall so, so flat. We don’t understand their investment, either internally or externally, and it comes off as needy drama they should just let go of. And it was interactivity that got us here!

All this plays into a theme (intended or not!) of alienation, of our interpersonal relationships being little more than projections we ourselves bring to the table. Both protagonist and player are caught in a spiral of having to assume thoughts, motivations and mindset of others instead of, y’know, having a real conversation about them. Yes, interactivity provides the tools to include the reader in this dynamic rather than simply presenting it. But to what end? The protagonist’s responses feel SO exaggerated they are off putting. Our need as player to fill in gaps feels less ‘universal truth’ than railroaded authorial hand. CAN this dynamic exist? Of course! MUST it exist? The work has not convinced me of that. The opposite, by using interactivity to alienate the player, the message feels unnaturally imposed. This is famously an ineffective way to work with people. Entire countries have been founded rejecting this!

Horror Icon: Carrie
Vibe: Doomed Relationship
Polish: Smooth
Gimme the Wheel! : While I’d be tempted to charge after the low hanging fruit of technical issues, I’d be better served to reassess the interactivity of the piece, sharpen its use against my narrative goals. Right. The highest possible fruit on the tree.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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Elaine Marley and the Ghost Ship, by Logan Delaney
1 of 1 people found the following review helpful:
Marley and Guybrush are Dead, July 25, 2025
Related reviews: Spring Thing 2025

Adapted from a SpringThing25 Review

Played: 4/2/24
Playtime: 45m

This is an ambitious look back at and interrogation of an underserved character in the Monkey Island franchise. It bounces back and forth between old style point-and-click play (translated to Twine link-select), and some authorial side bars and digressions into the franchise history, the character, and their engagement with both. This kind of thing is very appealing to me.

From the outset though, it seemed plagued with technical burrs and frictions. For one, it makes use of the dreaded timed text. I find myself more forgiving than most in the community, but this implementation tested that sorely. For one, the opening scrolled intro both had no concept of window size, nor any concept of screen integrity. What I mean is, the text played out, below the bottom of the window requiring scrolling. If you found yourself fussing with slide bars and fell behind… the entire screen wiped before you finished it to start playing out the next one! Eventually, I full-screened the window (which you DEFINITELY HAVE TO DO), but still found myself unable to keep up. It was simultaneously too slow and too fast. For SURE there must be a pause for more at the end of every intro screen. (I am given to understand the current release tweaks these artifacts to some extent.)

This was not the end of the technical woes, however. There were link chains with no back or reverse, which, if you clicked on you needed to cycle through the entire thing again before returning to start. Different colors were used for character dialogue, at least one of which was chromatically close to the color used for links, resulting in link confusion. Graphic elements overlapped words or were completely missing. And oh that timed text, pervasive and stalling through it all. It seemed to be reaching for a conversational paradigm, the author/work talking to you in ‘real time.’ I can squint and see that. Honestly, waiting for text to present itself gave me time to do that.

You get it. Technically it is problematic. I will waste no more time belaboring the point. It is unfortunate that the technical issues intruded so deeply. There was real wit and verve in its homages to the Monkey Island era fonts and layouts.

The content of the game is more rewarding, assuming you can fight through to it. The light ‘point and click’ style puzzles were evocative of, though nowhere near as challenging as, its inspiration. Part of that is that while you can mimic the motions of mouse-to-hotpsot with mouse-to-link, pictures are famously worth orders of magnitudes of words, and you just get fewer hotspots with the latter. While unsatisfying as a puzzle, it surprisingly and pleasantly echoed that playstyle. It is the first time in a long time the Twine paradigm seemed more than an arbitrary UI choice.

Far more interesting was the interplay between that puzzly work, and the author’s inter-scene commentary on the game, the character and the history that informed both. It used the textual complexities of the inspiration to openly engage the boundaries between PC and NPC, and what ‘reality’ means in the context of fiction and gaming. Clearly the author had cause to pour a lot of thought into a character they found compelling but the narrative did not, and how that tension kind of exploded the whole thing for them. Leaving them to pick up and examine all the different pieces without the distraction of the functioning whole. Explosive deconstruction, baby!

There was a really encouraging amount of depth to engage here. Which made the ending kind of anti-climactic. Towards the end, after some time toggling between light puzzle/escape-the-boat play and digressions into lore both real and fictional, it unexpectedly and abruptly turned into (Spoiler - click to show)Rosencrantz and Guildenstern are Dead territory. All the talk of ways to appreciate, deepen and reclaim the character, including actually PLAYING as her!, were (Spoiler - click to show)abruptly forsaken into..literal nothingness.

It is a jarring climax. After all the explorations of ways to interpret the character, to confer agency or broader depth, it nevertheless ends with a repudiation of that very effort. Is it a comment on fan culture’s propensity for putting emotional weight on elements not meant to carry them? (see the first 20 years of Boba Fett fandom) On the tyranny of narrative, whose choices are quite literally the final word? Or are we supposed to cling to the sweetness of that exploration in the face of its doomed fate against an unchanging lore?

Honestly? I don’t know. And that’s kind of cool, but also kind of unsatisfying. Which, why should I have it any better than Elaine?


Horror Icon: Regan/Pazuzu
Vibe: Memoir-y
Polish: Rough
Gimme the Wheel! : For sure the first MUST DO is to add ‘pause for more’ inputs to every opening screen. While doing that, I would seriously revisit the timed text implementation, to make sure its use was intentional, strictly under control, and far less intrusive. Then, either fix or eliminate the Journal. Unless its inaccessibility was also part of the commentary…?

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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We Stole a Ship to Run a Scam, by Peter M.J. Gross and Donald Conrad
1 of 1 people found the following review helpful:
Not WSASTRAS At All, July 25, 2025
Related reviews: Spring Thing 2025

Adapted from a SpringThing25 Review

Played: 4/2/25
Playtime: 15m

I am on record as observing that the RPG Maker gameplay paradigm is not exactly my cup of tea. Successful games (for me) on this engine are brief, light on repetitive combat, and heavy on attitude - that ineffable quality of distinguishing itself from the sameness that can plague such a strong gameplay and graphical tool kit. So let’s check out WSASTRAS (wizastrous? WIZASTROUS??? I just like it more now).

Is it brief? Oh yeah it is. Hard to believe I’m saying this, but maybe too much so? You get to meet maybe six characters, all but two of which are pretty functional, solve a mini-mystery and make a final choice. The stakes are established both clearly but also incompletely so that choice is as much about the player’s proclivities as it is the objective scenario. This is actually the most interesting thing about the game! It’s a nice dynamic: forced to choose with incomplete information, informed by your own internal biases. Y’know like life.

Does it have combat? Nonexistant. The BEST choice for this engine! (for me)

Does it have attitude? WSASTRAS distinguishes itself from the field, at least a little bit, in two ways. Graphically it is reminiscent of the primitive pixellated standard for RPG Maker, but more line-driven and cruder. It is just different enough to be notable, but not different enough to undermine the gameplay engine. These things are always esthetically personal. For me I liked it well enough, though it did introduce some fiddly artifacts of aligning sprites just so to interact, as well as seeming to cue interactable elements that turned out not to be so. After some onscreen jittering to be sure. Not fatal, just the slightest of frictiony. The other way it distinguished itself was its light, playful vibe. Most NPCs are functional - giving quests, background or choices, but their dialogue is spiced just enough to allow that they might not be info robots. The egg custodian was a particular standout here. All of it added up to a pleasant enough, if undemanding time. Tweaking its toolkit-driven gameplay in the right direction, if only modestly so. Building to an interesting-for-its-ambiguity final choice. Those ‘ifs’ kind of loom large in the summary I suppose, but at least it is consistently on the right side of things!

Horror Icon: Jigsaw
Vibe: Playful
Polish: Textured
Gimme the Wheel! : If this were my project, I might try to double down on the NPC personalities. Give everyone the attention that the custodian got.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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