Adapted from an IFCOMP22 Review
As an IF setting, "mind palaces" and dreams carry a lot of the same advantages: ability to lean into IF limitations as features, ability to ignore real-world logic, full-on integration of symbology and metaphor. In a way they're kind of the same thing. I mean its not like dreams occur somewhere else.
I liked the central conceit of this one: two (Spoiler - click to show)(or is it one??) witches trapped in one of their mind palaces due to some kind of unnamed real world threat and needing to escape by passing through replayed key events of the host’s life. Escape by solving puzzles! Sure, I’m in.
In practice, I had unanswered questions about the implementation. For example, it seems like the host is at most a middle-aged adult, yet there was an encounter from old age they hadn’t lived yet. There was an encounter as a baby which doesn’t seem like it could be remembered. And in one encounter, it seemed you could effect the past in the ‘real world.’ It is possible, I suppose, that the mind palace incorporated time portals and those were not memories but ‘real.’ There was nothing in the text to imply this, and the unreal nature of the puzzle solving ((Spoiler - click to show)at one point a tiny hand reaches out of a cat’s ear) suggest otherwise. This game doesn’t owe me anything, it has every right to be what it is without my permission. But I felt those choices traded away some of the power of the setting without getting enough in return, dramatically speaking.
Gameplay is mostly puzzle solving, the exploring aspect is pretty limited, maybe 8 rooms. I liked that there were often multiple ways to solve puzzles, that tracked to whether you wanted to be ‘good’ or ‘evil’. The puzzles themselves were a mixed bag. Generally, the text didn’t provide a lot of nudging or feedback on your choices, so solving felt a bit arbitrary. The solutions did not come with that ‘oh, that’s why that worked!’ feeling. I got the sense that either I got lucky a lot, or the puzzles had multiple solutions. Even that is not terrible if the solutions had some kind of thematic through line to draw them together. I did not detect such.
I did like what the final escape implied about the physical fate of the witches, and really liked how understated it was. There was some nice ambiguity about the true nature of the dual protagonists, but the finale only hinted at resolving it which was maybe TOO understated. All in all I think the setting is a strong foundation that would support much tighter thematic construction and payoff. If I awarded points for ‘potential Sparks of Joy’ this would deserve it. Unfortunately, I typically do not.
Played: 10/27/22
Playtime: 30min, 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
Adapted from an IFCOMP22 Review
Now that it’s been pointed out to me that a few works here are the product of short-burn IF workshops, the thought rises unbidden when engaging some of these pieces. It feels super patrician to assume this background for any given game and I am actively resisting it. In my defense though, CI is set AT A SCHOOL WITH AN IF WORKSHOP. C’mon, how much do you expect of me? It even implements the IF teacher as a character! IF this was a workshop product and IF there were grades involved, I hope the author’s naked flattery got them an A. There is something bold and admirable to pandering this overt.
As a game it was small, less than two dozen locations and filled with relatively simple puzzles, many of them signposted baldly. “X tells you to give Y to Z” Give. “Z tells you to get Q” Get. There was one puzzle with no signposting, whose solution felt pretty arbitrary, but given the relative shortness of the work was well within bounds of trial and error. There were a few paths that led nowhere. There was a mix of feature implementations which felt as much coding exercise as puzzle, but at least implemented with flair. There was a smattering of missing descriptions, and one puzzle where the game blocked you because you were missing information, but didn’t provide a narrative reason for the block. Frankly, these were the exceptions though. It was a fairly Mechanical experience, but very competently done.
And here is the part where I make an ungenerous observation that makes you think less of me. Not so fast reader! Fortunately for me, Zeno’s Dichotomy paradox famously noted that to get to a destination you must first travel halfway there. Then halfway of that smaller remaining distance. Then halfway again and again, infinitely bisecting smaller distances so you can never actually arrive at zero. The lesser known corollary to this is that to start that journey you must travel halfway. But to get halfway, you must first travel a quarter of the way, after traveling an eighth. Because this distance can also be infinitely subdivided you can’t even START your downward journey of contempt for me! I AM IMMUNE TO CRITICISM AND ACCOUNTABILITY!!!
With that armor in place, I can safely note that this appears to be the work of a non-native speaker. The setting and much of the text hint at a joyfully casual, light and snarky tone. But it rarely lands because of awkward phrasing. Early on, even descriptions took effort to parse, though I think I got synched reasonably quickly. I’m not a monster, I’m not going to penalize the work for this, but it also was just intrusive enough that it defused potential Sparks of Joy before they could land. I guess I am a monster. Fortunately, still armored! Look, if I tried to write these reviews in say Spanish, it would be hot garbage word salad. Ensalada de palabras basura caliente. More so, I mean. But I can really only report on the experience I was having, right?
This was a small, good quality exercise, not particularly complicated, with hints of Joy that couldn’t quite land. Wait. Does Zeno mean I can only give 1’s and 5’s as scores?
Played: 10/30/22
Playtime: 20min, finished.
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 is actually the third full review I’ve written of this work. It is my habit to let a review mature for a few days before publication. The reason I do this is to make sure my thoughts are captured to my satisfaction, and to try and scrub obvious grammar and spelling mistakes. The latter only imperfectly. In Ink’s case, for reasons I’ll cover, the settling process was tough on me.
This one is quite poetic in its narrative, and it deals with the protagonist’s grief. With one exception, I’m not having a great run with poetic verse in IF Comp22. More often than not I end up feeling like the text is trying too hard in what it wants to accomplish and calls attention to itself. I get some of that same vibe here. Like similar works, there are enough ‘hits’ in the verbiage to keep me going, but not enough to pull me into its orbit. Additionally though, the poetry here inserted itself between me and the central metaphor in a way that challenged me.
The setup is this: (Spoiler - click to show)The protagonist has lost their partner, and its every bit as devastating as that can be. While trying to grapple with their grief, they get a mysterious letter, perhaps from their partner before or after death. In fact though, it is an I’m going to say “grief-demon” exploiting their tragedy. So far so good, nothing wrong with any of that. But the choices the game gives you, and how those present are pretty bleak. There are times when you seem to have the choice to (Spoiler - click to show)push past grief, to reject wallowing in it. Selecting those, inevitably brings you back to the same state. (Spoiler - click to show)You can try to reject the letter as unhelpful, or try to embrace it as a loving goodbye, but none of those choices actually play that way - the protagonist inevitably remains in their paralyzing grief. Then the grief-demon starts intruding.
My initial read, and it was strong, was that the game seemed to be showing that there was no escape from grief, and even wanting to push past it was wrong and needed to be punished. Boy did that NOT appeal to me. In a rubbery, conservation of energy kind of way. I found supporting evidence in the narrative where every single attempt the player can make to (Spoiler - click to show)deal in a healthy way is ineffective. Then, given no other alternative, when the player goes down the only road left, the text is unforgiving.
(Spoiler - click to show)
"Something reassuring but altogether cold
Telling you to give in, give up
Unmake your pain in exchange for something that feels like a remedy
Maybe not her but something in between
You know you shouldn’t
But something like selfishness (Spoiler - click to show)takes root in your body
You can’t help but drown willingly"
You see? Trying to find a way out of grief is something you should resist! That can’t be the message of the piece, can it?? Sure, in context this is a (Spoiler - click to show)demon’s seduction but that’s the metaphor! For what, healing from grief? Nooo, surely not. Let’s take a hard look at the word ‘selfishness’ above. The protagonist is clearly suffering here, and has tried multiple times, unsuccessfully, to get out of the spiral. This is selfishness? No, this is hopelessness. That single bit of poetic license muddies the metaphor so much with its Puritanical judgement that I spun for days. One word!! (Well, in combination with the narrative choices.) Is it selfish to want relief from grief? Is endless self-flagellation the only honorable response to tragedy?
So if not grief itself what even is the (Spoiler - click to show)grief-demon then? I mean there are definitely unhealthy ways to handle grief: alcoholism, drug abuse, suicidal ideation. Maybe those are the metaphor? Ok, but then what is the story saying? (Spoiler - click to show)That no matter what the protagonist tries, its gonna end there? Is that better or worse? If this is a cautionary tale, what is the untaken option that the player tragically rejected?
Now, I played through a few times. There is one path where you can enlist a therapist for aid. It is very possible this path could answer everything I grappled with above. Unfortunately, that path seemed to have a bug, where I got stuck on a screen and could not progress. So all I’m left with is a work that consistently rejects or refutes player attempts to deal with grief, and metaphorically casts the effort of trying as (Spoiler - click to show)inevitably (and cravenly) submitting to a demon! If the therapist was the ‘good path’, that was a supremely unfortunate and impactful bug.
There is another alternative. Rather than as a Metaphor for Grieving, this could be read as a simple, tragic character study/horror tale, where (Spoiler - click to show)a damaged protagonist, unable to let go of grief is doomed by that. If so, the poetry and interactivity of the work is fighting against the narrative. Poetic prose with its pithy clauses, unnatural rhythms and imagery is biased to the abstract, actively encouraging a metaphorical read. Character studies live and die by their details, by their lived-in specificity. A tragic character study would have been much better served by spare, concisely-observed natural language, most especially because you need to sell the player on why their choices aren’t working.
I held it up as many ways as I could think of, and none of them worked for me. I welcome reads that show me where I got it wrong. Was it Bouncy? Oh my yes, for several days. Was it Engaging? I mean, technically yes, I couldn’t stop coming back to it, long after I’d played and written reviews of other works. Was it Engaging in the sense I meant when I set that criteria? Not really, no. It wasn’t pulling me into the author’s creation, embracing and delighting in the author’s vision. Is my delight the most important thing though? Where is the place for Challenging? Is a Challenging work without a coherent challenge anything other than hollow provocation? I think I’m left where I started: Bouncy and Intrusively Buggy (both the stuck path, and Texture's in-your-face font resize problem). I’m so sorry work, I tried, I really tried.
Played: 11/4/22
Playtime: 20min, 2.5 endings.
Artistic/Technical rankings: Bouncy/Intrusive
Would Play Again? How masochistic do you think I am???
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP22 Review
Tin Mug presents as a children's book IF, though less like a picture book and more like say Winnie the Pooh. There is some disconnect between the subject matter, text, and presentation that made it hard to conjure a consistent imaginary child-co-pilot. Which is the perfectly normal and understandable thing I do when presented with kid lit. Winnie the Pooh, for all its young child appeal, notably invests in its characters, and is as much character as plot driven, maybe more so. The characters are all quite distinct and relatable to all ages. There are a few very distinct characters in Tin Mug to be sure, but there are as many kind of interchangeable ones. This choice feels younger than the piece’s presentation.
Too, there are narrative choices that skew older. In a world of sentient dishware, the story opens with what feels like a casual murder. (Spoiler - click to show)It is undone at the end, but since it was left to ride the entire time, it can only partially undo the lasting impression. Also the mechanism of its undoing was way younger than a lot of the narrative. I’m not here to poke at ‘plot holes’ in a child-targeted work, that’s a dick move. But I am highlighting that these presentation and plot and character choices feel like they target slightly different maturity levels in a way that keeps the work from coalescing.
Even gameplay has inconsistent notes. There are many points of exclusive choices in the game - A OR B. Choices that determine a course of action or character reaction seem perfectly fair. Choices that force you to choose to only interact with one of two characters, without narrative justification for the exclusion, that feels like it doesn’t reward a child’s natural curiosity. Even though I couldn’t get my child co-pilot to materialize into a specific age, nevertheless I clearly heard a whine in my head “why CAN’T I go talk to the bread basket now? I’m done with the… [other one that I can’t remember right now.]”
I can’t stress enough that these are not ‘broken’ story choices in any way. They just seem less crisply focused.
There are technical issues too, the most notable of which is screen management. Very often, a choice will produce a large block of text or oversized illustration that pushes huge chunks of text outside the window. You need to actively scroll upwards to read the text you missed. In many cases the illustration is too large to be seen in the window, and you end up panning across its height. This intrudes further into the experience in a way that would try a child’s patience, I think. It did mine.
Without a (virtual) child co-pilot, and because I am dead inside, I couldn’t wring Sparks out of this, though I could theorize multiple children could get different Sparks at different times. For this curmudgeon it was Mechanical.
Played: 10/27/22
Playtime: 10min, finished
Artistic/Technical rankings: Mechanical/Intrusive
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
Holy crap was this one a roller coaster ride. Let me dispense with the non-narrative parts first because this will be quick. The presentation was simple but effective. In particular, the use of background colors and to a lesser extent fonts was tightly aligned to the narrative in a satisfying and resonant way. I wish more games would take the simple steps taken here. There is sound, but I’m not sure if it was infrequent or downplayed, I only remember it registering once during gameplay.
Gameplay? I’ll need a different word. This is a super linear narrative. There are infrequent opportunities to click on internal monologues for additional insight, but otherwise you might as well be turning pages. Except for exactly one choice you get to make. Actually, over two hours I had forgotten I had made ANY choices, until reminded. Other games have had similar implementations for sure, but this one really eschewed any attempt to use other interactive tricks, like using page size and interactivity for narrative pacing, or character-defining but narratively-irrelevant decisions to align the reader more closely to the protagonist. I mean that’s fine, right? Half of Interactive Fiction is Fiction. I hear books can be pretty darn entertaining. Let’s talk narrative.
The plot covers a lot of ground. (Spoiler - click to show)What starts as a hilarious multi-thousand-year sweep of history, segues to a heist and relationship melodrama, to a gritty pan-gender prison story, to a cave survival horror story, to climax in a conversation with Future Adam (but not Eve) and …a dance party. Now, you look at that list and first impression is, hell yeah, buckle me up for THAT roller coaster ride! There’s an assumption built into that reaction though, that the ride is built with tight control over your safety. In this metaphor, the plot is the kinetic design of the ride, how it connects turns, climbs, loops, and drops into a thrilling experience. The characters are the car that carries you start to end. And super importantly, the tone is the track that supports your characters. However wildly the course turns, it smoothly zips you along.
OFPBS really doesn’t do any of that. The coaster design is an early work from the architect that went on to design R’Lyeh, where they were still fleshing out their non-Euclidian geometries. I’m saying the plot twists cross dimensional barriers with their impossible turns. The car is transplanted from some 1950’s Tunnel of Love, earnestly vandalized stem to stern with lavishly ornate “TeeJay loves Sam” adolescent graffiti. Uniquely UNsuited to the kinetic demands of the wild ride, and while adorably sentimental at first, quickly sublimates to “we get it, Sam is dreamy. Can we maybe focus on this insane curve coming up instead?”
Given those two extreme and incompatible choices (plot and character), the only way to salvage the experience is with a perfect tonal track. Unfortunately, the discipline is just not there. In the first few scenes the tone swings wildly from humor, to melodrama, to violent grit, but keeps some semblance of internal in-the-moment consistency. By the time the cast is chasing through caves it does not keep a coherent tone even within a scene. It puts on the reader the entire burden of synthesizing (Spoiler - click to show)starkly cast violent physical peril with porn ‘money shot’ parody with acres of pan-gender John Hughes romantic mooning with origin of man mythology. The text and language does no lifting to spackle the disconnects with humor or whimsy or farce, just presents it all and dares the reader to weather the discord. If the ridiculousness of the scenario WAS the farce, it was a miscalculation not to let the tone cue the reader.
And man, does that first climax take a non-Euclidian turn. It is a complete betrayal of the seriously-cast character deaths, of the mortal terror they felt. Good horror movies know how to manage tone. The stakes of Devils Rejects for example are starkly different than Final Destination. The former wrings tension from raw fear of evil, the latter plays deaths as elaborate punch lines. Both work! They would decidedly not work in the same movie. Sean of the Dead shows that varying tones can coexist with the right narrative grease. That’s what’s missing here.
In the end, despite a strong opening and brief sections of notably effective chase horror, the tonal shortcomings have a predictable if cliche’ effect on our metaphorical roller coaster. The first climax Bounced me clean off the rails.
However, this is conceived of as a long story. It seems my 2hr investment was maybe 1/3 of the overall narrative? I will be omitting my score from the average in deference to the idea that my view of the author's vision is likely incomplete. It's not for me, I'm clear on that, but there seems to be more to chew on here, if this is your taste.
Played: 10/26/22
Playtime: 2hrs, finished one playthrough, 1/3(?) of total narrative
Artistic/Technical rankings: Bouncy/Notable (Lack of interactivity)
Would Play Again? Would take a lot of metaphorical Dramamine
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP22 Review
A short exploration IF of a tantalizing setting. There are some early nods to a specific protagonist that needs a cane, including one nice bit of business on a bridge. That specificity seems to fade into the background pretty quickly, and doesn’t seem to inform the experience beyond that. Personality-wise the protagonist is a blank slate, which is not uncommon in IF that wants the player to step in.
There are choices to make, both in wandering direction and equipment. In all cases that I hit, there was little to no indication of what effect your choices could have, so they all ended up being arbitrary. None of them seemed character based. That’s not so terrible in the wandering around part. It does convey the exploring-a-new-city feeling of not even knowing where the interesting stuff might be. In the case of equipment it does rankle a bit, particularly when depending on your arbitrary choice some areas of the city might be closed off later.
The setting is really the star here and in concept it's a pretty cool one: a city suspended on ropes and chains between two mountains. The narration that describes it varies from scene to scene. Some scenes are wonderfully painted with vertiginous heights, colorful skies, physically hefty and sagging environs. But there are just as many scenes where details jar to the point of ‘I don’t think that’s how that’d work.’ If your city is suspended by ropes, then torches and holy crap bonfires seem like a REALLY bad idea. Kids play with rocks which, where are they getting those exactly? Most egregiously, the ropes are repeatedly described as fraying and worn. I would think rope maintenance would have to be top priority for the city council. I mean they don’t need to worry about sewer or trash collection right? (Though dear lord the land dwellers beneath them) At first I was thinking maybe it was the poorer sections that suffered neglect, which would have been a nice detail. But no, that was me me adding things.
There is definitely something to be said that nit-picking details in stories is garbage criticism. When you start complaining about the realism of fantasy, what is even the point? (see also incel criticism of Rings of Power race in fantasy races. Actually, that’s a little different. I’m not talking about racism masquerading as ‘realism’ Forget I brought it up.) While I think the prescription to embrace fantasy on its own terms is a strong idea, that doesn’t change that effective use of tangible details helps immersion. Despite the prodding of the angels on our shoulder, tonally inconsistent half-baked details can jar us.
Yes, Sparks of Joy wandering around, but as many ‘I don’t think…’ moments. Maybe more disconcertingly, your ability to wander is limited. In some cases you can’t go back to explore untaken paths. In others, sections are shut off because you took the wrong equipment. And then it ends - practically out of nowhere. In two playthroughs, I went down completely different paths but ended at the same abrupt and narratively unsatisfying end screen. There was no arc to what I’d seen and the end text did not wrap up my experience in any meaningful way. It just ended. I think there is a really powerful nugget of setting here, but for a truly satisfying experience, it should be polished a bit, and some sort of narrative arc applied to it.
Played: 10/16/22
Playtime: 20min, two playthroughs, same ending
Artistic/Technical rankings: Sparks of Joy/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
Extremely short and small parser-based exploration game. Escape the Tomb you’ve been pushed into! The opening is very efficient, immediately setting stakes and goals, then turning you loose. You are piloting a blank slate protagonist, which is fine as this is definitely not a character driven game.
This one feels like a learning exercise more than anything. It is a very small 6 room tomb (not counting connecting hallways). It does have more than its share of objects to collect and to lesser extent manipulate, but almost none of those objects do anything useful even for scoring purposes. You can move them around, admire them in your inventory, and mostly be told “you don’t need to” when trying to apply them to the environment.
The text is serviceable enough, mostly descriptive, although insufficient for mapping. For example you are told there is a crack in the wall through which you can see something interesting, but nowhere are you told WHICH wall, should you want to explore that direction. In the end the map is small enough not to matter, but it does interfere with your ability to hold it in your head. More distressingly, where the room descriptions are more fleshed out, the nouns are not implemented. So you can be told “there is a river here” but when you try to examine it “there is no such thing here.” That feels like a pretty quick and easy rule of thumb: if you mention a noun, have a response when the player examines the noun. It doesn’t impact the gameplay, but definitely adds polish to the product.
There’s really only one puzzle to solve, and it's reasonably straightforward, befitting the scope of the piece. The geometry of the tomb doesn’t immediately suggest the answer, but is imprecise enough that it doesn’t contradict it either. As you progress in solving the puzzle, the descriptive text could be more state aware. (Spoiler - click to show)When water runs through the tomb, only some of the rooms acknowledge the presence, and depending on the room, the volume of water is inconsistent.
As a coding exercise, I would call it functionally complete. No major bugs, no unwinnable states I could observe, consistent object behavior. Would definitely recommend fleshing out the noun space. The most bang to buck would come from polishing the descriptive text to make the thing internally consistent and clear. As is, a Mechanical excercise.
Played: 10/17/22
Playtime: 20min, 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
Adapted from an IFCOMP22 Review
This was a small game, showcasing Alien scientists excavating modern human artifacts, and being mildly bewildered by them. It felt like a working prototype in a lot of ways.
It is small, 6 rooms not counting hallways? There are NPCs with limited and unvarying interactions. There are puzzles to solve, interacting with objects the player has (mostly) no issue recognizing, but amusingly befuddle the aliens. They are pretty linear and mostly obvious. It does incorporate state awareness, opening up options naturally as you play through. It is all pretty bare bones though, narratively and graphically.
Graphically, it's not very interesting - the font and color selection have no particular resonance. A lot of sentences and choices are all lower case which is a stylistic choice I assume, but serves no real purpose. Options are stacked vertically, but not ordered so that if an option is not yet available to you it looks like a stray blank line between other options. There is no consistent organization of choices screen to screen - sometimes it is a complete-or-not vertical list, sometimes it is integrated into the descriptions themselves. There are spelling errors, including in the title screen. It incorporates pictures, but incompletely. There is some light humor in the contrast between how the aliens describe the objects, and the academic photo of the actual object. This does bite the game where the object with the most obtuse description does not have a picture like the others. While I guessed at its use, I never did figure out what it was supposed to be.
The text descriptions also left money on the table, as it were. For one, the lab space, hallways and other rooms are described in suspiciously human terms. If there was an alienness to the setting, it would have much better reinforced their bafflement. As such, I kind of pictured Star Trek aliens - one prosthetic but otherwise human - when so much more was possible. There were technical glitches as well - the game did not seem to recognize when you were carrying something and let you pick it up repeatedly. Even your ultimate goal is not well signposted. While its never unclear what needs to be done next, the end screen came as mild “oh I guess that’s it then” surprise.
None of this was fatal, just unpolished. The graphical presentation was unpolished enough that it never really faded from my consciousness, and that feels Intrusive to me. The text could use some rework. The framework is there for a diverting game, just needs a bit more to start Sparking. The introductory text suggests this was a class assignment of some sort. Makes sense - as a time-constrained assignment its completeness is to its credit. The polish can come later.
Played: 10/27/22
Playtime: 20min, finished
Artistic/Technical rankings: Mechanical/Intrusive
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
4 Edith + 2 Niki proclaims itself a dating sim, but this game is not what those words suggest to me. It all feels very slapdash. You enter on the grounds of psychiatric hospital I think. This setting is almost never referenced again. I guess you work there, because you are presented with a corridor of offices to visit. The descriptive text of what is on this corridor does not match the choices on offer. This is a befuddling choice. Twine lets you embed the destinations in the description itself, it’s MORE work to provide two (incompatible) versions! You visit all 6 rooms, barely interact with their occupants, then pick one to date. One of the choices here is a date that was not referenced in ANY of your initial conversations so you kind of have to deduce who it’s referring to. Did I mention one of the interactions has a weird sexual harassment vibe?
Selecting the date presents an end screen. That’s it. No time to build Sparks of Joy let alone Engagement, though the text was really too awkward to supply either of those anyway. Besides its really rushed presentation, the thing that sticks out most is the amped up Bro tone of the thing.
Bear with me while I expand a bit on the genus and phylum of Bro-tone. All Bro-tone comes from the same extended lineage that culminated in the 80s/90s teen sex farces. Its key hallmarks were 1) faintly knuckleheaded cis dumbasses 2) carefree good humor 3) treating women as sex objects to achieve and 4) inhabiting narratives where the world happily rewarded all of those. (There was another gene, 5) Gay Panic, that is not relevant here.) And it was toxic as hell, once we looked at it close enough. Prominent in movies like Porkies, and I don’t know Joy Sticks (deep cut!), but really you couldn’t swing a dead cat in a cineplex and not hit one back then. Nowadays it is most readily identified by its excessive, prejorative use of the word ‘woke.’
There was a key mutation in the late 80’s that forked the line. I’m speaking of course of Bill and Ted’s Excellent Adventure. This mutation dramatically diluted gene #3 above, and somehow made the species stronger. Suddenly, knuckleheaded amiability could rise unfettered by toxicity. Subsequent mutations actually flipped the gene to engage women as people, and even modified #5. At first haltingly in supporting characters in American Pie, then fully-fledged in Neighbors or its Final Boss form, Josh Segarra in his roles in She-Hulk and The Other Two. Spoiler alert, this is NOT the Bro-tone phylum 4E+2N showcases.
The Bro-tone main line had another mutation in the last 4-7 years - a new gene of mocking self-awareness. Where the joke is how awful the main line is by subtly amplifying the meanness of the worst if its excesses. A great example of this line is Michael Che’ on SNL’s Weekend Update. He deadpan advocates the most insane, exaggerated Bro-tone behaviors for laughs. Colin Jost’s role here is indispensable - his comedically beleaguered disapproval is vital to the identification of this strain. Superficially it is so similar to the main branch they can easily be mistaken for each other.
And these separate-but-similar Bro-tones are where we are in 4E+2N. My first ending I was presented with (Spoiler - click to show)"Over the years, you realize that she's a little hysterical, but which woman isn't."
My impulse was to hear it in Michael Che’s voice and snorted in amusement. My second ending had a less over-the-top but clearly still Bro-tone blurb that made me question what I was looking at. As I contemplated a third run, I realized I was holding a Schroedinger’s cat box. At this point, the game was in superposition between the two Bro-tone lines. If I opened the box with a third run, it was going to concretize into one or the other. I don’t think I want that.
Played: 10/31/22
Playtime: Less than 10min, two runthroughs.
Artistic/Technical rankings: Mechanical/Intrusive
Would Play Again? I dare not trifle with the quantum superposition.
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless