Adapted from an IFCOMP23 Review
Part 3 of the “Here There Be Poopdecks” sub-series, this one on a spaceship. This is a light ‘escape the doomed ship on a timer’ joint. The playful tone of the thing is its dominant feature, and who doesn’t like that? From object descriptions, to the increasingly sassy emergency voice, to the voluminous easter eggs you are encouraged to meet the game on its own feather-light terms. Even the puzzle play is pretty unadorned, ‘get X, goto room Y, use X.’ This is not a terrible choice, it ensures the focus is on the playful miscellany, not just the [orchestral sting]MAIN PLOT[/orchestral sting].
A game with the lightness of a feather its going to succeed on how well it can tickle you. Don’t pretend you don’t see what I did there, I know you saw it. And boy did I try to meet the game on its own terms. I tried all the things, I snarked back to the overhead voice, I did Star Trek stuff in rooms that begged it. I also solved the main puzzle and speed ran it. I read the accompanying feelie (which, awesome production value) and tried a lot of the recommended things.
I really went above and beyond to embrace the work’s spirit, if I say so myself. And I came away thinking ‘Maybe this is TOO light?’ It doesn’t help that there are some common implementation issues - unimplemented nouns, overtight verb space, at one point asking for disambiguation between ‘south’ and starboard’? Recommended Easter egg commands that didn’t work ((Spoiler - click to show)>TAP ON GLASS), though later did without clear reason why. A dumbwaiter that was clumsy to navigate. To the game’s credit the light tone did a lot to minimize the impact of these artifacts.
I think where I most wanted more was the Easter eggs themselves. You can do a wide variety of silly things as you amble your way to rescue, but the most common response to doing them is “Yup, you’ve done it!” Ok, but maybe goof with me a little about it? Like, even the most tepid attempt at joke would work, I’m not holding a high bar here, just something more than 'Dunnit!" In the end, I felt like I was doing more work than the game to keep things fun and that kinda lost me.
I will say, there was a vertiginous moment when I thought the game was talking to me directly. (Spoiler - click to show)Jumping into space unprepared led to a death message: “You’ve been sucked out into space. This does not spark joy.” For a mad moment I thought it was talking directly to me and my scoring criteria. That’s how big MY ego is. It was clearly referencing Marie Kondo though, another deflation for me.
Sparks of Joy (MINE, not Kondo’s) and Notable Intrusiveness in implementation, and yearning for just a little more playfulness to realize its goals. That’s where we land. I did get a soft chuckle at “USS Icarus.” I mean, second only to “New, More Unsinkable Titanic” in hubristic boat names.
Played: 10/8/23
Playtime: 1hr, escaped once, died once, stranded twice
Artistic/Technical ratings: Sparks of Joy, Notably Intrusive
Would Play After Comp?: 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 IFCOMP23 Review
Last year I thoroughly embarrassed myself tossing around a “My Little Pony” reference in reviewing a work without any real understanding of the property. This year, my first impulse was to repeat my mistake by calling this work 'anime-inspired.' From a guy whose son is in the weeds with Anime, but whose only personal exposure was Starblazers/Spaceship Yamato (do I need to say decades ago?), this felt to me like a strongly Anime-influenced work. I have been subsequently informed by folks more knowledgable than me that this is not a compelling analog. *whew* embarrassment averted!
The setup is a persecution-turned-war between humanity and the titular Beat Witches: girls that at some point in their lives (tradition would say ‘onset of puberty’ but the work declines to specify) become mute psychic vampires, undone by music. Pretty cool, and to my untrained eye, could easily be an anime premise. (Also rife with potential metaphorical interpretation, though maybe kind of toxic. To be fair to the work, this does not seem to be its intent.) It is billed as ‘an interactive loneliness’ which is an intriguing blurb to be sure, though ultimately feels tangential to the goals of the work.
The opening is a pretty effective fakeout, though it does trade heavily on player knowledge lagging protagonist knowledge. I am always fascinated by this choice in IF. While this often work like gangbusters in movies - where what we think we see turns out to be surprisingly wrong – its use in IF carries more burden. When we are invited to inhabit the protagonist, there is a presumption of agency and alignment on the player’s part. When the twist is revealed it immediately creates a break between player and PC. It is a betrayal of sorts, made personal to the player rather than something they appreciated dispassionately. If the work leverages this frisson it can be quite interesting. If it apes movie tropes without understanding the difference, it cedes a goal in the first minute of play, and is playing catch up from there.
In the case of Beat Witch, it doesn’t feel intentional in the sense of deliberate player effect, but it is super consistent with gameplay. The game continually denies player agency to distancing effect. Mainstream puzzle IF can be uncharitably characterized as ‘on rails’ (narrative IF typically even more so). The author is positing a problem to which they have a solution in mind, and until the player regurgitates that solution they are blocked. But if the intent is to put the player in the driver’s seat this must be offset by real or perceived autonomy. The act of puzzle solving itself is one method, one of the first. Enabling multiple paths/solutions is another. Really deft wordsmithing to make the player feel autonomous and not detect the strings being pulled is yet another. Even something as simple as ‘open world exploration’ can give the player a flavor of it. Sure, to advance you have to do the specific framistat jiggering the author wants, but at least you can do it on your own time.
For my playthrough, none of these were in evidence. The vibe the piece is striving for is a hyperactive enhanced reality of action set pieces and cool visuals. Pace is absolutely a key element of all that, but the author refuses (maybe justifiably so) to trust the player to play along. Instead, the play space is constrained, choices are telegraphed the moment they’re needed and rejected any other time. A sequence that drove this home for me played out as follows:
- aah! bad things are happening, let me look around and see what I can leverage in the environment!
- (para) “Wow things are bad, but nothing is revealing itself”
- yikes! ok, let me try this other thing
- (para) “Well that didn’t work. You should probably look around now.”
- really, game? should I? should I look around now? ok, >L
- (para) “Hey! Here is this thing that is the only thing that will help you now!”
Even when I have the right idea, legitimately arrived at through player initiative, the game rejects my input because it prefers to LEAD me. That was particularly enraging, but the work makes these choices all the time. It is common that you only have one cardinal direction to move from place to place. The protagonist has unspecified ‘powers’ of some sort, and the game is super-ready to tell you ‘sadly that is not one of your powers’ but never tells nor provides a mechanism to define what those powers are! Then, powers (most especially super strength) that might have opened doors for you earlier are suddenly revealed. But wait, there are two powers the game explicitly tells you about, but almost never rewards their application! Except when the game DEMANDS their application. Even what may be the only legitimate choice you as a player have, how aggressive to be with the villain, is undermined because you are asked to specify it before you’ve actually met the villain. As a player I mean. The protagonist sure has a backstory that could inform things, but that is opaque to the player at the time of selection.
So, how much do you like the specific vibe I am describing? Because if you do like it, there are things to enjoy here. There are some effective, over the top horror and action set pieces. The pace is often frenetic and twisty. Physics is routinely sacrificed for a cool visual, things like teeth flying over modest impacts, glass shards defying physics. There are fun plot twists and a monologuing villain that falls short of even a single dimension but is so committed to their one note as to be entertaining. Even the details of the Beat Witches are just strange and specific enough to ring some bells. I would be remiss if I didn’t mention the sole gameplay moment that landed for me: (Spoiler - click to show)a death scene and the subsequent, standard RESTART, RESTORE, UNDO or QUIT prompt was recontextualized in a delightful way. Unblur with caution, you probably want to experience that for yourself.
For me, it was not enough. I chafed at the author’s heavy hand too much to enjoy the rest. Mechanical and I’m going to call rejected player agency as Notably Intrusive. On top of that, I am THIS CLOSE to a penalty point for the line: “squeeze you like a juicy fart” but will refrain.
Played: 10/6/23
Playtime: 1.5hrs, finished
Score: 4 (Mechanical, Notably on rails)
Would Play After Comp?: No, not what I come to IF for
Adapted from an IFCOMP23 Review
Over time I have developed a love/hate relationship with Texture as an IF platform. There are a few things it does uniquely well. I am super enamored of the drag and drop paradigm. It suggests connecting thoughts in an organic way that is appealing to me. Because the connecting words are highlighted only after selecting a command, it can create intriguing surprises about the connections the author is offering. The text bubbles that appear when you connect words can similarly be used to great effect, refining the nature of the connection you just made. For me, it adds up to a powerful and unique authoring opportunity.
As much as I love those things though, there are two things I hate. Actually one I hate and another I HATE HATE HATE OMIGOD WHO DO I BLAME AND HOW DO I BRING THEM TO A DIRE RECKONING HATE. The former is that making those connections allows inline (rather than appended) text changes. On dense pages it creates a ‘hunt the new text’ problem, where new text probably but not necessarily shows up where you just clicked. Because it is most buried in large blocks of text it also means often REREADING large blocks of text desperately searching for the New Thing.
That’s bad, but the factor that aggrieves me beyond all rational thought is the font-resize problem. Texture dynamically resizes font, based on text volume and window size. You’re not getting it? Every page potentially changes its font size during play as text is added, sometimes multiple times and WILDLY so. Then all over again with a new page. How are you not as mad as me now? My hands are trembling in fury and/or PTSD just typing about it. It is maybe the worst reading experience since Catholic Grade School where nuns whack you with rulers on mispronunciations.
So, this is a Texture piece. Like most, it will live and die by how it maximizes its platform’s strengths and minimizes its… challenges. Let me say that differently. A Texture piece that does NOTHING on either front is going to default to infuriating, without counterbalancing merits. That is an unfair burden to place on even the strongest narrative. Fall may not recognize that peril and is brought down (heh) by it.
Fall is a surreal, metaphorical story about connections and fear while navigating a life we have little control over. It is about perfectly sized for what it is, though maybe the narrative balance is a bit off. We spend what feels like 1/3 of the time getting to know our two mains vs 2/3 describing the weird environment they are in. That feels imbalanced, though I didn’t count words and maybe my impression is off. If it is, then I would say the time could be better used, as at the end I had only the vaguest sympathy for the pair. The details were a little too generic to enthrall me, which is a weird thing to say about a person in a spiked leather jacket. The message of the piece was well taken, but lacked emotional punch.
To leveraging Texture’s strengths, I consistently (and painfully) felt missed opportunities abounded. Most word connections were exactly what you thought they would be, and the connection-bubbles basically concatenated the two words rather than offering any surprising insight or nuance. That reduced the drag and drop to a nifty variation on Twine/Choicescript “click the options.” In some cases, connection choices remained on the page even when there were no further connections to be made.
And those Texture-Cons? Hoobidy, they were present in spades. Font Dancing was my persistent companion, made worse when Text Hunting revealed the connection I made was say an eye color and nothing more. I think maybe Texture is the Arc Welder of IF authoring tools. Insanely powerful in practiced hands, guaranteed to severely injure the enthusiastic novice. I’m going to inaugurate another review sub-series here, “Playing With Matches,” to tie the IFComp23 Texture reviews together!
Played: 10/6/23
Playtime: 20min, 2 playthroughs, different choices changing nothing
Artistic/Technical ratings: Mechanical, Notably buggy. Why not Intrusive? Honestly, because 1. it is short and 2. Its page length sometimes dodged resizing which elicited actual sighs of relief during gameplay.
Would Play After Comp?: No, experience feels complete
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP23 Review
“I love your work.”
“You mean, you love to watch me die.”
Students? This is how you start a film. Crisp dialogue, like a punch in the chest. Get the audience enthralled from the get go. Today we are studying a retro-Giallo, Barcarolle in Yellow. I trust you have done the required reading, and viewed the background Argento, Fulci, Bava. You’ll want that background later when we cover DePalma as well.
First thoughts. Anyone? Hm, let me prime the conversation a bit. Note the playful opening credits, the rapid single dialogue snapshots, intercut with spare authorship text, building to the roar of the graphical title page. Delightful. The graphical design of that title page itself is pitch perfect in setting the mood.
Then the complete break to… anyone? Spaghetti Western, yes of course. The western scene that itself was a fakeout to introduce our star. Terrific use of pace and misdirection to keep the audience on its toes, looking for purchase. I am hard pressed to think of a film that so sure-handedly established its protagonist, mood and expectations.
What do we think of the train station scene? Less focused, no? It starts to get away from the director here. I’m sure you all spotted some technical issues, anyone? Yes, our protagonist seemed to search too long for the right wordplay. The director insisted on overprecise blocking, but declined to leave instructions for the actors. The effect was a floundering performance, where if the actress did not say or do the EXACT phrase, the ensemble left her hanging. The ‘hail a cab’ sequence was particularly befuddling where sometimes it was on screen, and sometimes not without clear explanation. The director helpfully provided a script, but it was woefully incomplete. In the later bridge scene it was actually deceptive, but lets stay in the train station a bit longer.
After an interminable march of repeated dream sequence deaths or static head turning, I hope you all consulted the provided shooting guides. The “Walkthrough” in the parlance of this director. You will note that what the director was looking for was (Spoiler - click to show)a dropped scarf. You cannot fault the actress for not reading her director’s mind. Only after this arbitrary and unforeshadowed detail is finally serviced do we proceed, nearly a half of our runtime expired! You will note some jarring editing choices there, too. Previous characters appearing from nowhere, non sequitor dialogue and inexplicable footage of the director themself intercut with a tense chase scene.
What do we think of the production values on display here? The Venice setting is lovingly rendered in the large, but closeups suffer. Granted, this can be an afterthought to some giallo, but the masters perversely paid INSANE attention to it. For Argento it sometimes was the POINT of a scene. There are flashes in Barcarolle, but all too often the camera panned too far one way or the other and the set was exposed on screen. Even for simple things, like views through windows. The film makes the curious choice to chide the lead actress for these shortcomings. At first playful it starts to feel vindictive after a while.
There is a short scene of voyeurism and aggressive sexual tension that does some work to restoring the atmosphere of the piece, though even there, the director character inexplicably repeats their dialogue.
The subsequent bridge scene repeats a lot of the sins of the train terminal. Our protagonist is asked to perform to a script that turns out to not be what the director wanted. One sequence, where the script called for (Spoiler - click to show)snapping a photo of the bridge, then the antagonist, until the protagonist did them in reverse order the scene was allowed to drag. Similarly, her scene partner was supposed to be a provocatively dressed woman, when (Spoiler - click to show)the bit player was instead an elderly man. The main actress can be forgiven thinking she was off mark for long stretches of time there.
It ends with a tense fall from the bridge, to a dream death after reasonable attempts to swim to safety are rebuffed.
Well, that was as far as we were assigned today! So how do we assess this effort so far class? It seems hard to believe the director is allowing the lead actress to flounder (with contradictory instructions!) without some underlying purpose or artistic statement in mind. But if intentional, the first two hours show no hint of it. Even if true, I think the impact on the audience is the same - without access to the “walkthrough” the audience has no practical hope of understanding the work. Certainly, modern multi-media artworks utilize this kind of cross-media trick, but for a retro-Giallo it seems misplaced. The directorial choices, and perhaps sloppy shortcomings are deeply Intrusive to the viewer’s experience. And yet, do not lose sight of that powerful beginning, and many wonderful details throughout the work. There are Sparks to this work without question.
I see our time is nearly up. For tomorrow, let’s look at the cross influences of Hitchock and Giallo. We will return to this work after the semester is complete, for those interested in extra credit.
Played: 10/6/23
Playtime: 2hrs, not finished
Artistic/Technical ratings: Intrusively Buggy, almost Unplayable without walkthrough. Sparks of Joy in subject matter and opening sequences
Would Play After Comp?: Probably. I am too enamored of the source inspiration not to.
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP23 Review
How can you be mad at a game that checks all these boxes?
- Amiable, pleasant protagonist
- Light, character-based humor
- Solid but non-urgent plot
- Lovingly rendered from a place of knowledge and affection
It hurts my heart when despite all that goodwill, I cannot connect with the material in the way the author does. I am a cold, emotionless husk it seems. My play experience was characterized by in-the-moment investment but tellingly, little regret when my gameplay led to unwanted/unintended places. I just kind of rolled with it.
Let me start by emphasizing the game’s superpower. It is chockablock with specificity, both in the setting, the characters that inhabit it, and the B&B that is the central location. The setup is, you are tasked to run your Grandmother’s B&B for a week, a job you are uncertainly prepared for. It is all painted so smoothly and effortlessly with straightforward, effective prose. All too often, I find IF text showy and distracting. Here, the text disappears and images and events are planted in your mind with economical aplomb.
The choice to make the narrator the main protagonists’ stream of consciousness is well taken. It allows for often wry comic observations to also simultaneously act as scene-setting and character building moments. It’s not a chuckle-fest, that’s not how the protagonist rolls, but there are smiles aplenty to be had from their understated comedic observations.
The NPC work is similarly effective - the array of guests and staff all have unique personalities and voices, and must be interacted with uniquely. As a writer, this is often much harder than it looks but plays out seamlessly here. As a hospitality host your job is to make them happy, and it does feel like the tasks (and results) are satisfyingly specific to the personalities involved. Really strong verisimilitude and world building.
So. With all that going for it, why did I feel at arms’ length the entire time? For one thing, early on you are asked to establish the protagonist’s goals. The scenario is very subtle and complex! It is overrun with NPC personalities and protagonist motivations! That kind of complexity itself is hard to do so well, and another reflection of the author’s talent. But the player choices are more constrained. I selected what felt best to me, but the ensuing gameplay kind of sidelined that choice in away that felt… ignored? The author painted a nuanced set up, but the IF-specific demands of player choice anticipation were just too great to honor those choices. It’s hard to get my head around. The day to day operation, much like life, is NOT preoccupied with overarching life goals and shouldn’t be. But the author is SO talented at soft word choice character building, even the phrasing of ongoing events pushed against my mental model of the PC.
The other facet that I think kept me at a remove was the problem set. Now, with this setup you can easily imagine a comedically escalating madcap farce of compounding, competing crises. This is not that, and doesn’t need to be. Instead, you get a series of low-key hospitality issues to manage, each with multiple reasonable and straightforward strategies to resolve. You may make a soft choice of prioritization, but nothing dire. I think maybe the protagonist specificity worked against things here. You make choices, yes, but the protagonist knows so much more about B&B running than you do (thankfully!) that they do the heavy lifting of problem solving once you nudge them in a direction. Often utilizing skills or knowledge it wasn’t clear they had when you made the choice. That gameplay decision had the effect of keeping me from fully inhabiting the protagonist, and more watching them work. Yes, I wanted good things for them, but I wasn’t convinced they needed me to make those happen.
There is a climactic problem to solve, again seemingly more under the protag’s power than my own, and then a final choice. The dramatic arc is there for sure, it just felt like my participation was more directorial than performative. “Sparks of Joy” is the measure I chose for my rubric, but how does that map to “Low, Pleasant Glow”? Was it Mechanical for me? Kind of, but not with the cold disappointment that metric implies. Implementation-wise it was mostly seamless - there was some wonkiness up front with version selection but clean after that. I guess I have to go with Mechanical, Mostly Seamless, but that rating really sells short the super strong writing and warm vibe of the piece.
Played: 10/4/23
Playtime: 1.25hrs, finished
Artistic/Technical ratings:
Mechanical, Mostly Seamless, bonus for warming my cold heart at least a little.
Would Play After Comp?: No, experience feels complete
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP23 Review
This author is all over the map, we know this about him. He has produced games that tickled me, engaged my math-puzzle brain, and bounced me with material not for me. This entry recalls my favorite product line of his, the… Wordplay line? Here, we are engaging Spooneristic items and locations, trying to match them, to notionally transform them into their better Spooner partner! An example: I would give anything to turn a Gabby Trump into a Tabby Grump. (Cat-skeptics are much better than Mad Despots! That is its better form!) Should I use a generous do-gooder, the Gifty Nun or… the other? Ehh, maybe don’t ask me that question.
The fun here is the wild logic leaps it takes to use say a “dummy scoop” to somehow transform a “Zany Brew.” (NOT A REAL EXAMPLE. WELL, NOT EXACTLY.) They are not obvious, they are not fair, but boy are they fun. It is a somewhat trivial puzzle, easily solvable by trial and error, but much more fun when you try to outguess and predict what moon logic contortions are going to effect the transform. It is a short lark I took my time with. It lands where most short larks do for me - Insanely sparky just short of Engaging. Seamlessly implemented. Such a good use of 45min.
But really game, this is FAR from Trail Stash! I would purchase endless 50’s song compilations through Crooner Spam to get my Spooner Cram!
Played: 10/4/23
Playtime: 45min, finished
Artistic/Technical ratings: Sparks of Joy, Seamless
Would Play After Comp?: No, experience feels complete
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP23 Review
This game is a sequel, a welcome return to the syrup-slick streets of Sugar City! That’s the most alliterative thing I’ve done today.
I have a unique relationship with these works. I find the pervasive, over-the-top candy puns and unreserved embrace of its conceit hits me just square in my pleasure centers. Last year, we opened with rain, as mandated by Noir Law. This year, we get rain AND shadows cast by Venetian Blinds! Way to up the ante, author! Slow sax, swirls of powdered sugar/smoke and rotgut cola are still on the table for upcoming entries, no fear. Yeah, the commitment to the bit is impressive. Rather than pull them all (cause boy did I grab a TON as they went by) let me leave you with an ur-quote that is deeply representative:
“[…] the Good Ship Lollipop foundered right in the middle of the channel - blocking access to all other vessels - that was the final marshmallow in the s’more.”
But for whatever reason, as much as I click with the atmosphere of these works, I struggle a lot more with gameplay. This time, we are escaping a locked warehouse before it explodes and by the way looking for clues to a murder as we go. I knocked around A LOT in this one looking for daylight. I’ll take the hit on the first room. At this point, there is a classic IF locked door puzzle I should know enough to try. Like in every game. sigh Not me. But as I hammered around the game I got a lot of unimplemented nouns, odd descriptions and deceptive messages. In one spot, the game aliased >GET NOTE to a note that was already in my inventory, and it took me a while to realize I didn’t actually collect the new one. Imagine my confusion, thinking there were two copies of the same note! In another, two locations open to each other, with adjacent items in their descriptions, nevertheless had no shared scope when examining.
The biggest flaw to me though was inadequate descriptions. A key clue noted blue staining as important, (Spoiler - click to show)but the only reason I knew the victim was blue was the cover art, not the text. A super important item, (Spoiler - click to show)the det cord is never fully described. In my head, I was carrying a (Spoiler - click to show)short length of flammable fuse. According to the game it was a (Spoiler - click to show)weight-bearing length of rope! With just a few more adjectives and detail casually tossed in I would not have operated under that misconception for so long.
This applied to the protagonist as well, btw. I went all of last game and most of this game with an ungendered detective I just inhabited. In the blurb, we are informed Bubble Gumshoe is female, but in the text of the game this is not mentioned until late in the endgame. It provides a dissociative shock when our mental picture is torpedoed late in the game. Not fatal obviously, but when our mental picture is let free reign, then later contradicted, it just jangles.
This time around I did solve the mystery, though it relied on some information the character had that I didn’t, which again was a slightly off note. In the end, I am fully invested in the wry setup and epic commitment to the bit. But the gameplay has enough friction that I can’t quite engage. I guess that is the textbook Sparks definition. Implementation issues were a constant feature of gameplay so I have to score that as Notable. But it wouldn’t be representative of the Joy this series gives me if I didn’t award a bonus point for leaving it all on the court, conceit-wise.
Played: 10/4/23
Playtime: 1.75hrs, finished
Artistic/Technical ratings: Sparks of Joy, Notably Buggy, bonus point for committing to the bit
Would Play After Comp?: 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 IFCOMP23 Review
The blurb had me excited for this entry. These were bold themes: forbidden sibling love, violence fetishization, family and social hypocrisy. I eagerly launched the web version on my Linux machine and watched Unity, a platform I have no experience with, fire to life. In retrospect, the opening screen was a foreshadow of things to come.
The opening is a clever sniper scope graphic, inviting the user to ‘fire’ on menu options. It was not exactly clear how to operate it, but swooping around found menu options and I deduced a trigger was needed. I inadvertently hit CREDITS and for a mad moment thought the game was a one click prank! I chortled at my ineptitude, then fired again like a mischievous child. Then the screen locked up.
Restarting, I was able to begin the game, and then my long battle with the UI started. The UI is a series of text bubbles of various sizes, floating in a virtual space much larger than the browser window. The first two I got were obscured on either side of the window, neither legible. I figured out I needed to start panning around a virtual space, but the calibration was punishing. The slightest track pad movement rocketed text bubbles across and off screen. Arrows helpfully pointed to where offscreen bubbles might be but it was a trial of extreme precision to get any one of them centered and readable on my screen. I can see how the bubbles were loosely organized to navigate around the grounds of an estate, but the chore it was to find even one of them, let alone manage any kind of deliberate exploration, was exhausting. Often as not I was clicking options not because I wanted to go a particular way, or explore a particular location. Rather, I had just managed to get a random one centered and bird in hand…
It was particularly frustrating, because I could see a winning UI trying to establish itself. The thought balloon choices in particular I really liked. Perhaps a more damped motion scaling. A zoom or inset full virtual space map. A vertical wrap to match the horizontal one. These could have flipped the script completely and made me love it. But you live the life given, not the one you wish you had, no?
Looking past the UI, reading the text bubbles was a different kind of challenge. I can be fussy about language, I know this. While comps have treated me to wonderful examples of elevated, poetic language, I find those the exception. Far more common in my experience is florid prose aiming high but falling short. I found passages like “A southeasterly tor watches and chills and wets you from its prominence, irrespective of yours.” and “a rifle getting its colon cleansed” representative examples and well short of the lofty goals they strove for. Distractingly so.
Now, the underlying story being told was damned interesting! The opening game of cat and mouse, the fraught family drama of social shame and innocent yearning, the political intrigue, the indoctrination of martial violence, the alternating brother/sister POV, all of these pulsed with life and energy when the text got out of the way. I grit my teeth and strained my wrist and powered through as best I could. I was not giving up on the emerging drama, dammit, I was not!
Until I hit a blocking bug, where choice bubbles became unselectable. (This has likely been fixed post comp.) Whatever the review equivalent of ragequit is what I did. I was prepared to submit a review and a score that encapsulated all my frustrations and disappointments, and even documented them in the first draft of this review. Then I went to bed, woke up and remembered, “wait, there was a RESUME option on the main menu.” Sure enough, firing it up again, I was restored just prior to the blocking bug and successfully steered clear.
I can’t tell you how ambivalent I was about this. Ok, that’s not accurate, I am kind of telling you right now. I dreaded fighting the UI for another hour. Thankfully, the game had a few tricks up its sleeve. Starting with a dinner party, the UI shifted modes from player led exploration to chaotic table conversation. Instead of asking me to navigate around, the UI itself shifted around with spontaneous conversation options, centering themselves for my convenience! It was an exceedingly clever use of the interface, though I’m not sure how much credit to attribute to “you momentarily subverted my agony for a clever twist.”
Nevertheless, buttressed by that twist, I was able to complete the story. I am not sure how much my choices impacted the tale or if I was subtly steered to a single story, but plotwise it was pretty good! Betrayals, deceptions, misunderstandings, complicated feelings. The text and a return of UI navigation still made me work for it, often too hard. But by alleviating, at least a little bit, my UI pain, I was emboldened to power through.
So where am I left? I have to call the underlying story Sparky - it engaged very nuanced topics with admirable ambiguity feeding interesting plot twists. But that UI was frustratingly belligerent, no two ways about it. Couple that with great swaths of text that triggered my, “please do less!” reflex and Intrusively Buggy is the only legitimate rating. [reminder: tech rating is not just bugs, but technical intrusiveness into the reader/player experience.]
Played: 10/3 - 10/4/23
Playtime: 2 hrs, finished at the wire
Artistic/Technical ratings: Sparks of Joy in the underlying plot, sabotaged by Intrusive UI and verse.
Would Play After Comp?: Y’know what? Some overhauling of the UI and maybe. That plot could soar if it was free.
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP23 Review
This is a melancholy work about Francis Bacon, the troubled violence artist. I know the blurb denied this but I am unconvinced. The player is in a small, three room museum, examining three triptychs spanning the artist’s career. In a quite literal sense, the game is a dialogue with the works, thematically tied to Bacon’s demons and how those demons impacted his relationship with his longtime muse/model/lover. Ok, yeah it’s nominally about the muse, but Bacon himself is the dominant force over all of it.
The most prominent feature of this work is the writing. It is soaring and often sublime. The game is strongly NPC-driven, and between the crazy-broad conversation branches, the subjects you are steered to pursue and the nifty voices of the characters it is Engaging right out of the gate. Here’s some examples that really resonated with me. If you don’t recognize these quotes as top tier writing, blame me for yanking them from context:
“I will be his father and his patron and his lover and his lover and his lover and so many more of his lovers, and one day I will be him. It is inevitable, as much as I wish it weren’t.”
“That’s why The Underworld, or Hell, or whatever you want to call it works, you know. Because you have no sense of solidarity.”
The game also performs a minor miracle… actually I don’t want to call it that. It implies some kind of providence or accidental confluence. The author’s wordsmithing talent and painstaking word-by-word precision has rendered deeply affecting, wide-ranging, almost natural conversations on super heavy topics of mortality, trauma, art, unhealthy sexuality, and corroding relationships. I know, right? With parser-IF NPCs!
There are two tricks the author leverages, and again I don’t want the word ‘trick’ to cheapen the achievement. Firstly, the use of TOPICS provides a quickly-disappearing gentle steer into all that great dialogue. Second, the nature of the NPCs provides just the barest distortion that papers over whatever uncanny-valley glitches might be there. These choices ensure the dialogue shines bright without the slightest scuff. And boy howdy, the stories they tell are complex, tragic and affecting. By the time I had plumbed the depths (breadths?) of the triptychs, I was ensnared in the tragic history and surrounding discourse.
And then the thread ran out? The art narrative had pulled me along with ever deepening ideas, drama and tragedy, and then kind of stopped without climax. (Or perhaps a tragically understated one.) Had the game ended there, it would have been fine. Had the painting climax been echoed or integrated into a larger ‘real world’ climax it would have been better, and we might be talking Transcendent. What it did instead was segue to a different kind of wry but simple puzzle collection.
The story all along was signposted by ACHIEVEMENTS. I think I understand this choice. It kind of refreshingly kept things from becoming too self-serious and provided a teasing counterweight when exploring the paintings. Buuut they also triggered my inner Ash Ketchum, and so I started chasing other achievements. Much more mundane ones. And I interacted with other NPCs that didn’t have the… distortions… that the paintings did and felt just the slightest off because of it. I don’t want to be too down, these mini-puzzles and real human interactions were sparky and joyful and fun. Objectively, stronger NPC implementations than 95% of parser games. The (Spoiler - click to show)barista’s reaction to the philosophical topic list was particularly giggly. But they were qualitatively a step down from the central story of the art (barring one interaction with the (Spoiler - click to show)guard that DID subtly resonate in a complex hopeful/creepy way).
So I’m left with a work that was deeply Engaging for 1/2 of its runtime, then downgraded to the finish line. This seems unfair as I’m thinking through it though. The second half was actually Engaging as a parser puzzle, it just wasn’t the SAME Engaging as the first half. After expertly cycling me into an affecting dramatic state, it asked me to take a breath, then just play around a while. Am I really complaining that I had to deal with two different flavors of Engaging IF? I think I have to acknowledge that Engaging+ added to Engaging- is still Engaging. Yeah, maybe I could have wanted more connection between the two halves but maybe I should just shut up and not look an IF gift horse this wonderful in the mouth. Engaging it is.
Two final disconnected notes. Don’t limit yourself to provided topics, these characters have DEEP wells of things to say. Beyond the tour de force dialogue implementation, the whole package is the most robust amateur parser implementation I’ve seen to date, in terms of fully implemented nouns and organic ‘can’t do/talk about that’ messages. I have the vague sense there were glitches around characters remembering-but-not-remembering you, but have no specific memory of them. Vanishingly close to Seamless.
Played: 10/3/23
Playtime: 2hrs, 12/17 achievements
Artistic/Technical ratings: Engaging, ~Seamless
Would Play After Comp?: Yes, more achievements please!
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP23 Review
What a lovely palate cleanser this is. A short, unadorned Twine game about thieving, that is to say, finding. Fine, heisting. I had to laugh out loud when my chosen thief Quinn noted biscuits and gravy were their favorite. Mine too, I see you Quinn! Now, my position on felines is publicly documented so I won’t weigh in on the client. Suffice to say, for me and Quinn a job is a job. After being given your target, off you go to improvise some crime! A quick glimpse of the city (I was partial to the pocket museum) then down to tacks.
You explore a 5x5 grid of Egyptian displays, avoid cameras and cops, engineer the crime and get out. In general the text is terse and tight. Not a lot of flair or adjectives, just some concise tangible details to set locations in mind. A few nice environmental changes on revisits so things don’t get too static. A little bit of character work with a tour guide. All of it with a light, deft hand. Don’t want to spoil any of it, but exploration is rewarded and you eventually cobble up a multi-phase plan and execute. I appreciated the gentle nudging the game provided. Notwithstanding the clearly signposted puzzle elements, the player still feels some agency and initiative thanks to the neutral text. Things progress with light tension. If your plan fails to disarm the alarm, you have a timer on your escape (which ups the tension!). The puzzles are logical and satisfying if not brain burny, then you get to see the achievements screen and done. I might have wished for a little last minute sass from O’Brien, or Agatha(!) but success is its own reward I suppose.
Only one possible bug found - after a few tries at using (Spoiler - click to show)a thieving box it disappeared from my inventory, and a cursory cycle through the museum did not turn it up. Also not enough text detail (Spoiler - click to show)to make camera positioning clear, though in retrospect I have a pretty good idea what to do. Probably lost some endgame points for those, but had enough other tools to complete the job.
It was start to finish a breezy, pleasant outing. Just a bit too slight to be Engaging, enough personality to Spark, a great way to shake the weight of some longer games.
Played: 10/2/23
Playtime: 35min, 82/100 after some timer backups
Artistic/Technical ratings: Sparks of Joy, Mostly Seamless
Would Play After Comp?: No, experience seems complete
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless