>"Weightlessness, wonder, a rare smile as the planet descended below you, a brilliant viridian marble swirled with soft white clouds."
Despite the protagonist of Protocol having left her lover to go live among the stars, high above/below the planet, this quote is on of the few instances where the space outside is witnessed directly from her point of view.
Protocol is an inwardly oriented game, both in its surface quest and in its more abstract layers.
The protagonist wakes up alone on an abandoned Space Observatory Station, a mighty telescope pointed at the tiniest pinpricks of light from the farthest, earliest moments of space, suspended in its ring of service modules and living quarters for the necessary living staff. The station is damaged. An urgency more felt than understood presses her to do all that is necessary for the repair of the station.
During the exploration of the station, wounded and confused, weakened and alone, a relation of mutual dependency/support/survival develops. The station needs/coerces/forces the woman for healing its wounds, for saving what is not yet irreparably lost of its memories while she struggles to remember herself. The woman uses/grasps/wills the station for a purpose, a reason. The only purpose left, empty and meaningless as it may be.
The desperate crawling journey of the woman through the station to its core systems, to the exposed and damaged vital technologies mirrors a descent deeper and deeper into the body and mind, into psyche and soma, to the wounded bleeding sarx itself, the flesh and bones that need repair.
However intimately connected, mind and body undergo an unnerving disorienting dissociation/distancing during the journey. The station becomes a distorted mirror for the woman. It reflects her broken dreams and yearnings and regrets back to her, reminiscent of the Nietzschean abyss. This is often expressed in physical, external circumstances and actions.
The painful state of the woman's mind is made apparent in her personal monologue/narration too:
>"Delusions of grandeur lost in the summer winds of her laugh, the comfort of a fire in winter in her embrace. Who could blame you, for turning your gaze away from the sky? You were enchanted by the stars, enamored with them. Who could blame you for leaving her, when the stars in her eyes shone no longer?"
While the premise of Protocol is well-known, and could be tiresome in a lesser game, it succeeds in using that premise as a means to search deep into the human condition. The sense of loss, the inevitability of choices, the impossibility of what could have been.
An important factor in making this work is the impressive writing. The author employs stylistic techniques to press the gravity of the situation on the reader. For the most part, this works very well. A bit more prudence might be in order as to the frequency with which one or another technique is used, as they do lose efficacy along the way.
Mesmerising, haunting repetitions, both of phrases and entire paragraphs (with small but telling differences) draw the player deep into the bowels of the story.
The juxtaposition of two major themes resonates throughout the story and appeals to different aesthetical and ethical value systems, perhaps loosely associated with the Appolonic and the Dionysic:
There is the beauty cold and austere of inevitable, ordered, lawful physics, geometry, even biology, juxtaposed with the messy hot-glowing spell of yearning, purpose, will of life and love and consciousness.
Both sides are reflected in the careful delicate writing. In the same passage of text scientific precision and sense of detail conjoins with poetic style, rythmic prose, flowing structure.
>"This is how it always ends; falling the mechanism of your demise, her demise, both the guilty Daedalus and foolish Icarus, too close to the sea, too close to the sun and always doomed by gravity."
At other times, the rhyme and rythm take center stage, as in this challenging and delightful lingual language game of leapfrog:
>"Where she walked the shores of a shallow salt sea, followed the tree-lined lanes dappled in light through the thin apertures of leaves to a home with knotted hardwood floors and open windows through which the wind whispered."
Protocol has few choices. The ones it does have are posed with appropriate gravitas. Each choice is a commitment, the player's role and responsability in seeing this narrative to its inevitable end. Whatever end that may be. It is still inevitable.
Very, very impressive.
(This review is based on the Spring Thing 2023 version.)
In this tense and fast-moving thriller, Marie must escape her mysterious captors before the bright lights kill her.
This was a very fast-paced but smooth ride.
Marie Waits is a time-constrained turn-optimisation game.
Fortunately, it’s also a game that emphasises letting the player get on with it, quickly scanning the scene and picking out the important items (along with unimportant ones and currently inaccessible ones, of course.) No futzing with intricate machinery or 8-move back-and-forth puzzles, but obstacles that must and can be dealt with fast.
The writing is inobtrusive, it mostly keeps to the background and focuses on conveying the necessary practical information. Precisely this makes it so effective. It reads fast and pulls you along. Even though I started the game thinking I would take it easy, letting my PC die and learn for the next restore, I wound up captivated and tense, feeling the urgency of getting the hell out of there.
Here and there, the author does take the tempo down a notch to show some shreds of backstory through found notes. Very intruiging, and a good reason to play the other Marie-games. (One already out, one upcoming, I believe?)
Of course my testing instincts kicked in at a certain point. I tried to sneakily cut some corners and squeeze some commands in before my PC ought to be able to perform those actions. I was impressed that the author caught almost all these instances. I managed to smuggle one minor shortcut past the radar, shaving two moves (I think) off my total.
In the end, I was out of there by quarter past ten. Time to spare for Marie to take a shower and meet her friends for brunch.
Escaping mysterious kidnappers and avoiding a mid-day burning blast? All part of the morning chores.
Lots of fun!
(This review is based on the Spring Thing 2023 version.)
Well this is something else!
I Am Prey is a tense pursuit thriller where the PC is free to parkour around the map. If you can find the routes in time…
What the player would normally think of as scenery is transformed into accessible passages and back-ways in this game. Furniture, pipings, machinery,… They’re all available for climbing, jumping, crawling to find alternate routes and handy shortcuts around the map. Good thing too, the normal hallways are patrolled by a monstrous unseen entity looking to find you. (The fact that the kitchen pantry has been empty for some time does hint at the reason why…)
I tested this game in its bare-bones parkour proof-of-concept incarnation. It felt like spotting some rare and beautiful lizard in the branches of a vine-overgrown tree. A flicker of colour and movement that I could not quite make out yet.
What a treat to see it now in its glorious splendour!
The commands will take getting used to, as will orienting yourself in relation to the passages between locations. Read the manual and take your time to learn the game. You will be rewarded.
There is an anxiousness-inducing stealth element to the game, where the PC needs to locate certain items before being able to escape. All the while the presence of the Predator is felt and heard, every corner might be lethal.
Sounds play an important role. First of all the voice of your pursuer taunting you through the intercom. I found this actively stressful, distracting from the task at hand and paralysing me with indecisiveness.
Second, sound betrays where you and the pursuer are. Used with care, sound can be your ally…
Along with being a stealth game, I Am Prey also rang a lot of platformer-bells in my head. Jumping, climbing on surrounding objects to find hidden routes? My days playing SuperMarioLand on the SNES revolved around all that.
A parser-based text-game is turn-based, almost by definition. (Real time parsers will exist, no doubt. I shudder at the heartattack-inducing experience playing them would be for typing-challenged me.) Movement between locations is not the point, the game’s about what you do once you are in the next location. Contrary to that habitual room-based gameplay, I Am Prey succeeds in drawing the player into the movement-system as the key-feature of the game.
Remember the resting points on the platforms Mario could stand on relatively safely? You had just completed a precise jump onto a reassuringly broad platform and now you can breathe and plan the next move. Maybe there’s even a questionmark-block to investigate or some coins to pick up. But the focus is on the next jump, the next climb.
The rooms in I Am Prey felt like this to me. Places of temporary relative safety, for catching your breath and quickly searching. But you gotta move, man… You always gotta move…
Very exciting, very inviting to replay. I’ve never seen anything remotely like it.