Ratings and Reviews by kaemi

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In a dream I told my mother, by Milo van Mesdag
SeedComp 2023: In a dream I told my mother by Milo van Mesdag, March 25, 2023
by kaemi
Related reviews: Seedcomp 2023

A yearning for prelapsarian childhood: seethefrozen destruction twisting all roads to the impossibility of return: “Boulders litter the path, fractures of rock splintered and spat out of the gulf when the shock waves ripped backwards and rent this land apart … Now, finally, he crawls. He knows his fingers would be ripped and bloody, his knees scraped, but the suit holds him. He uses the rings, then the fine china, the kitchen utensils, the bed sheets embedded in the rock as handholds as he slides up and down. He trips; his visor is left scratched where he lands on it … And then all of a sudden he feels the heat, sees the light, hears the sounds. Cracking, snapping, orange, hot. The gulf is as wide here as it has always been, but up ahead something spans it … A burning house.” Landscape both a ruin and a reminder of the familiarities that lie beneath it taunts us with the pervasive symbol to which all the burned bridges cannot lead back. Through a dream sequence of inhospitably liminal vaults, the narrator seeks to navigate a return from the waylays of seedy squalor that have collapsed his sense of self to the pseudosecurity of being imposed a fixed compass through childhood: “Beyond the crater he sees the house, still burning, still straddling the gulf, long cooled. / Beyond are the other places. The car part mines. The collapsed church, where his father lies. The forest they walked through before. The house where he once thought his family was whole. The altar of Aphrodite, desecrated and left to dust.” In the gap between desecrated Aphrodite and a collapsed church, the narrator shivers: “Naked and alone, he pulls himself up into whatever awaits.”

Animating this gap are sequences that are not so much metaphor as ballet. Each grotesque left turn induces a likewise sway, until the dreamspell slips us under its sway: “It is the sea, the world, that moves, not the entranceway. He touches it, moves his hand along the wall, smooth in a world of natural curves and jabs.” This dreamspell allows the game to approach material from just the right askew to slide under its surface, rendering literal the conflicted, indefinable emotions encased in memories we wish not to communicate. In some of these sequences, the narrator is just conscious enough to think along its contours, coursing a train of thought that can power through the terrain: “There are things his mind cannot easily hold, unconscious instincts that need to be overridden so that they can, consciously, become quite different unconscious instincts. / For example: every night of his life he has looked up and seen black. The black has never hurt him. He would lie in the top bunk, the blind of the VELUX up, and know that, if all he did was look up, everything that he needed was below him. East, south, north and west the earth curved away and nothing came from above. / Things, fears, hopes: at any time he could climb onto his bunk and be above all of them, like a dragon on top of its horde. / Above him is black. His instincts tell him he is safe, but he must forget them. He must force himself to remember that he is not.” The unknowable distance that, as a child confined at home, we romanticize, becomes dangerously alive with the irreversible as we step tenuously into its hold. Imaginary figments of fears and hopes immersioncrush: “A thousand engines, a hundred million gears, all seven of the seas rushing through uncountable pipes. The sound is ahead of him, beside him, behind him, above him, below him.” Everywhere you turn is turning around you, including you in its processes.

Processes which feed on youth seeking adulthood from neon flashes in the dark present us with sexual precarity: “The music would be deafening if it wasn’t muffled by his helmet. Lights strobe and flash, all red. The dance floor is made of plastic panels over block LED lights, each a different shade of white: baby blue, baby pink, artificial lavender. Some of the panels are cracked, some chipped, but all still comfortably bear his weight and the weight of the speakers. / They litter the floor, some loose, most grouped. They throb up and down and back and forth on their own, some off-beat but most not. They’re little black boxes, just small enough to be held in a single hand. Most shout or whoop: he hears the word’s ‘DJ’ and ‘Love’ and ‘Fuck’ many times. Some sit and tremble silently. At least one, somewhere in the mass, cries, at least one screams.” Compulsion of the rhythmic pulse of music, of the illogic of crowds, simultaneously tempts, taunts, and terrifies. Increasingly, it simply tyrannizes, lubricates the gears to override your frictions: “The floor grips his boots with layers of spilled fluid. / The bar is lit with clear white lights, the bottles behind it framed: the headline act. He walks to the bar to read the sign, a little pyramid of paper sitting at a coy angle next to the flask, the only other item on the bar. / “The first one is free.””

Into the resulting mire howls the game’s primary revulsive energy, a nightmare staging “Hundreds, shrouded in the filth of their own bodies. They lie and crouch and sit and huddle, thin beings with only each other to feed on.” In its orgiastic glut of disgust, the more elegant if vague ballet gives way to filth as a reliable substitute for emotive pull. Take this image, which on its own has a certain vogue of pose that stylizes the uninflected selfevidence of its symbology: “A line of bodies snakes along the pipe and he must walk perilously close to the edge to make it past them. Each holds a syringe, stabbing it into a black, bruised hole in their neighbour, squeezing, pulling out and refilling it from their own blood.” Stopping here, the image is effective, but the game doesn’t choose to stop there, instead incessantly emphasizing the uninflected selfevidence until it fizzles to schlock grime: “Yet the man ahead of her does not react when she jabs the inch wide tip of the needle into his blood-caked buttocks. When she pushes, the liquid holds inside his body for just a moment, and then drips, pours, gushes out of his mouth, his urethra, his anus. It runs off quickly, flowing across the curvature of the pipe to drip off into the open mouths of others waiting hundreds of feet below.” Hmm, yes, quite. The game asks if you want to drink some of it, of course.

This tendency to maximize gutwrench flattens some of the emotional import into cartoonish flourish. Indeed, the game seems to actively choose this, twice hinting towards the sexual assault scene that’s been cringeloaded by the mire, then retreating, deciding that it doesn’t quite want to go that dark, choosing to lounge instead in the aesthetics of horrorgrime, which is fine, possibly for the best, but it leaves the game’s revulsive intensity somewhat aimless, as when a scene of an intentionally puerile male dominance fantasy becomes only more puerile by its blithe commitment to the bit, a tastelessness that doesn’t become more tasteful just because we know the writer is in on the joke: “McAlistair is like most of them: they don’t realise that the point isn’t fucking her, the point is letting them all know that he’s fucking her. / He stands behind her as he delivers the speech. He doesn’t think about his words, and he knows that none of the men watching are thinking about them either. They are all thinking about his dick, his dick, sliding in and out of her pussy. Some of the women there were probably thinking about that too. Some of them, self-righteous harpies, are probably thinking about his poor wife.” If anything could be made from the gestures that pile on and pile on, executive parking lots and bank accounts and Anne Summers, we’re left to guess, careening instead into the next liminal living room.

Instead, in the moments that gust ambitiously to the atmosphere, the game creeps on effectively, sudden rollbacks of the eyes into the dreamtwist: “The dirty man crawls closer and begins to use the man in the suit as a ladder to haul his way up into the vacated section of pipe.” This atmosphere-building finesse is most potent in the opening oilrig sequence, as in this startingly punchvivid image: “The lift shakes in the wind, and will shake when it hits the waves, but he knows that it will not be long before it calms. / The Chief Engineer slaps him on the arm. He barely feels it. He shouts but it cannot be heard. Then they begin to slip away, the rig moving up and away, the sea moving up, up, and around.” The moment of disconnection when nothing can translate, alone.

When primed just right, slyly implicatively elusive, the game can sneak its whole fever in a fraught phrase: “The water keeps him steady. The world pushing back at him. Allowing him time to rethink all of his actions.” While each introspective step thence negotiates the uncanny depths, still the narrator “knows it through its feel: the way the ground trembles with familiar, human frequencies.”

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Submarine Sabotage, by Garry Francis

3 of 3 people found the following review helpful:
PunyJam #3: Submarine Sabotage, March 18, 2023
by kaemi
Related reviews: PunyJam #3

Deep beneath the frigid waves, a plucky submariner is in dire straits: “The USS Ibis is currently on a training exercise in the North Atlantic, just off the coast of Alaska. You were doing some routine maintenance at the aft end of the submarine when the sirens sounded. You thought this might have been a training exercise until you noticed a whitish-coloured gas approaching you from the aft bulkhead. Training and instinct took over. You couldn’t get to a gas mask in time, so you dived into the nearby airlock and closed the air-tight hatch behind you.” That’s right, things have gotten really bad: somehow the submarine has wandered off-course and ended up in a completely different ocean! I guess that’s why it’s called a training exercise. Well, you’d always been hoping to do a tour in Hawaii…

Before we can attempt to convince US Pacific Fleet that this submarine has definitely always been here, we first need to deal with the minor nuisance of a saboteur who has poisoned the crew and planted a bomb on the hull. And I do mean a minor issue, as our plucky submariner doesn’t seem particularly concerned: “You know from your basic training that it takes about 4 hours for the sub’s filtration system to clear the air of toxic substances. You’d better settle in for a long wait. Maybe you should have a snooze. / > snooze: There’s nothing else you can do to kill the time, so you settle down to have a snooze. Zzzzz…” Stuck in a metal tube careening towards the ocean floor while poison gas kills everyone onboard, you are reminded that you had to wake up at 4am for maintenance. Why not hit the snooze button a few times? Not like the captain’s still around to chew you out.

So yawning awake, hair a little tousled from four hours cuddled in an airlock, we’re ready for some morning puzzling. We’re immediately given signposts, with a door that won’t budge and a grille covering a service duct, teasing you with forward trajectories that are inhibited by emergent short-term goals that invite you to explore the current playspace. We sift through the remnants of life aboard the submarine, finding bits and bobs, each one an opportunity to brainstorm solutions to your obstacles. To prevent this possibility space from expanding too quickly, the game is always keen to provide some railings, guiding you back to what matters: “This is a highly complex and technical area - way above your pay grade. You think it best to leave everything alone, as you don’t want to cause any damage that will prevent you getting back to the surface.” Alas, I’m not the only one who’s way below pay grade, as we find the corpse of Petty Officer First Class Nelson next to a can of WD-40. It’s a shame, of course, but in these difficult times England expects every man will WD-40.

Protected by such railings, the game bounces you from goal to goal, as most puzzles are meant to be solved upon the encounter. If you do a good enough job searching each room as you go through, then you don’t really need to backtrack, although the railings sometimes dissonate with our need to seek out hidden objects: “The storage lockers only contain clothing and personal items. Your sense of decorum tells you to leave them alone.” Oh thank goodness my sense of decorum, it’s returned, was wondering where it went while I was rifling through corpses to snatch whatever they had.

It’s a well-oiled frustration-to-lightbulb-to-satisfaction pipeline, and the parsing is pretty seamless, if sometimes a little ungainly in its specificities, as when we need to “>unscrew screws with screwdriver.” While there are plenty of red herrings strewn about, we’re kept on target by the affable if utilitarian tone, which straightforwardly highlights what’s important even when it nods at you with a grin: “It’s a magnetic bomb that’s attached to the submarine’s hull by a very strong magnet. There’s no way you can remove it. A red LED is lit. You presume this to mean that the bomb is armed. You can see two wires exposed outside the body of the bomb, one red and one green. Those colours don’t conform to IEEE standards. That sounds like a safety violation!” So long as you pay attention to wherever the spotlight flicks, you’ll solve your way swiftly through a puzzleset that feels satisfactorily packed because of all the red herrings’ implied possibilities without becoming a needle in a haystack headache. Each room is just detailed enough to breathe some life into the playspace, but as soon as you get too curious and wander off the beaten path, a friendly nudge keeps you on your way.

This attention to player experience helps this puzzlefest feel breezy and goodnatured, with enough ahas to brush aside the few uhwhas (really I just, just like take the fuse?). Although the style can be pretty spare, it does make an effort to flick some color onto the canvas, with a tense intro and even a twist ending that’s implied in an earlier section if you pay close enough attention. So maybe there isn’t some complex multistage puzzle about fixing the pump system or a frenetic timed sequence about firing a torpedo, but honestly so much the better: this is a game very keen for you not to miss the point, and the point is that I had fun trying to rub soap on a hinge to see if it would come loose.

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Strike Force, by Christopher Drum

3 of 3 people found the following review helpful:
PunyJam #3: Strike Force, March 11, 2023
by kaemi
Related reviews: PunyJam #3

Strike Force advertises itself as an homage to the upbeat bravado of 80s US cartoons, in which plucky problempunchers foil the scheme du jour of whichever Noun Man is threatening the world: “Strike hard. Strike fast! STRIKE FORCE! / Strike Force is a multinational team of special mission operatives based in international waters. They serve to protect the world from HAVOC, a relentless force for evil and chaos.”

Despite this cheery ambition, Strike Force is too watchmakery to really live out the promise. Instead, this is a game that contains the sentence: “There are theoretical ice structures that an inducer could coax out of even basic H20.” Rather than MacGyver our way through an endless tide of henchmen, Strike Force is a heist game, where to get the best ending you have to put everything back in order before you leave, so that nobody knows you’ve even broken in. Puzzles consist of intricate interactions with technical systems: “A cable of 13 thick wires each a different color. You've hotwired enough security locks to know the red and black wires will unlock the door, if you reverse their polarity. The green wire needs care; a simple cut should disable the alarm. / The multihued wires in light/dark pairs are trickier. Fathom, Strike Force's deep sea expert, taught you they balance airlock pressure against sea pressure, to allow the door to physically open. Cutting one will apply a pressure differential, as measured by the pressure gauge.” Multiphase manipulations approximate a mechanic’s focus on diagnostics and repair, navigating a set of relations towards a desired outcome. In this puzzle, you need to cut a sequence of wires based on PSI value to equilibrize, cut the alarm wire, solder the security wires into a reverse polarity, before then maintaining fidelity to stealth by resoldering the entire panel back to its place. Not very cartoonish, you’ll agree.

The narration picks up on this tonal difference, incorporating the disjunction with a shrug. Rather than over-the-top-of-the-lungs cartoonish extravagances, the humor thrives on this understated contrast, giving us a cupboard with boxes of rigatoni: “On the backside in bright yellow is a tastefully restrained HAVOC logo.” Perhaps as a metonymy of this overly realistic version of eighties cartoons, after we break into the facility: “In quiet unison you chant, "Strike hard. Strike fast. Strike Force."” We need to cite our catchphrase, of course, but quietly, to preserve opsec. Despite the intro/outro bookends, which lavish confrontational camp on the enterprise, breathlessly fretting over HAVOC holding the Great Pyramids of Giza for ransom, Strike Force is content to leave us alone meddling about a lab station, encountering HAVOC personnel only once in what can perhaps be described as an awkward bathroom escapade. Hardly actionpacked adventuring.

Brushing aside the tonal disparities, Strike Force’s heisty intricacies can still entice the pulse to race while the brain racks. Entering the secret laboratory, we’re given an atmospheric playground to puzzle through: “The steps encircle, and the room is designed around, a proud display of the prize at dead center: an immense glass cylinder that runs floor to ceiling, filled with a dense mass of shimmering blue crystals. They are charged with an internal energy, and give off refracted, alien light that prisms about the room. Combined with the mod stylings of the interior, you can't help but feel transported to an otherworldly discotheque.” After searching around, we finally connive up a tense sequence, complete with a timer nearly ticking to zero, which requires us to be a little creative to speed up the solution, the flash of fleet ingenuity that winks at us with a little trickster pleasure.

To the extent those flashes of pleasure cohere beyond text adventure bric-a-brac, they resolve around a delight in tinkering, playing with finicky nested dependencies that allow you to reverse engineer systems with the same careful attention of a programmer. As an exercise in PunyInform, this game invites us to pay the same attention to qualities and states that it has to. So many items you interact with display that same interest in current values, with a perfect playthrough requiring you to restore every value, rebuilding the puzzle set. If, after rebuilding from the blueprint, it doesn’t all fit together magically, well, neither does anything from IKEA.

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Lucid Night, by Dee Cooke

4 of 4 people found the following review helpful:
PunyJam #3: Lucid Night, March 4, 2023
by kaemi
Related reviews: PunyJam #3

Dreams are an activity undertaken when exhaustion overcomes your consciousness, so why shouldn’t we begrudge dreams, forced weary on a warped road of fuzzy touchless wonder? This ceaseless antagonist, stealing from us blessed benevolent oblivion, harrying our retreat from sensory deluge with its tapering ghosts! “As you cautiously look around, your clearest and most pressing sense is that you feel out of breath and exhilarated - and you’re not supposed to feel like that, you’re supposed to be resting, you promised you’d rest - but here you are anyway.” What’s the point of sleep, if it’s so exhausting?

Lucid Night drags us sleep deprived from vaguery to vaguery, wracked upon the loop as “The fog lifts from your mind and you look around the room with new clarity, seeing that the smooth white surfaces are simply… incomplete. You are dreaming: in your lucid world once again. / This isn’t as much of a joyful realisation as it once was. In recent times, you haven’t been able to control the world here like you once did; in many ways, it controls you now.” The ludic vibrancy of dreams’ kaleidoscope has been drained into scratchier, less suggestive forms, a morass of pointlessly shifting details of the dreamspace, undetermined flux that warps shapes suggested by the familiar into juxtapositions seamless in the fuzz: “Perhaps the word ‘door’ isn’t quite right. It’s a large opening in the wall, completely open to the void outside. You haven’t been sucked out or found yourself unable to breathe, but that isn’t surprising, as it’s your lucid world and your psyche doesn’t have much time for inconvenient realism, even if your dreams aren’t as boundless as they once were.” Every object, even so simple as a door, isn’t even able to render that solidity upon inspection; look anywhere too close, out peeks the void. Half remembered items magpied from waking life are littered densely sans rhyme or reason, so close they congeal, waves of sludge that close in around you, spaces so much less boundless than they appear, so much less alive, less troubling, less personal: “You instinctively gasp, but quickly remember that nothing can hurt you here. Unless you want it to.” The 3AM bittersigh of why can’t I have a nightmare, that at least would feel like something.

This brittle certainty of terse mere appearance eschews the more enchanted associations of dreams to emphasize how tiredness, tiredness, tiredness until you’re tired of tiredness. To that end, usually the game remains pretty blithe about the symbolism of dreams, refusing to render any compelling connection between the spaces you sort of inhabit, then dryly noting that refusal with a shrug: “You’re not sure why your psyche thinks you need to replicate the dull experience of a doctor’s waiting room, but there you are.” There you are indeed, the game eying you suspiciously, as if you might start to guess. You’re trying to diagnose too, I take it? Well, there’s no great secret to it; when the game does hazard a guess, its literality drains all the color out of the word guess: “You are in a hollow at the top of a gum tree. Just realising that the tree is a gum tree makes you wish you had a pack of gum, or better yet some actual food, because all of a sudden you are incontrollably, ravenously hungry. It’s probably because you’ve been eating your ‘evening meal’ at about 3pm back in the waking world, because your husband read that insomnia can be caused by having too much food in your system.” There you are, mystery solved.

Our interactions are likewise deflated, each dreamspace falling apart as we attempt to inhabit it, puzzles that drowsily gesture at solutions, a series of commands that languish in their lack of agency and urgency, with each lurch towards progress slamming us against “Your bedroom is plain and stark white, the moonlight streaming through the blinds.” This gives the game a pervasive flippancy, even a grouchiness, that can make you recoil, like if you didn’t want me here why did you invite me over: “You know this dream - you’ve visited it so often.” Yes, and so it seems I am likewise obliged, if you don’t mind. Perhaps aware of all the grays matting indistinguishably, sometimes Lucid Night channels its flippancy into a cartoonish moue: “You start counting sheep. This always takes a long time to work, but sheep number 1,362 manages to drag you back into your non-waking world.”

But if, by the end of it, you feel a little wearied yourself, then the immersion has worked, and the knotty, headachey thinningness of a night tossing and turning and just barely dreaming has taken you with it into a communicative experience that does make “You feel like the real world is becoming more real.” Now how about some coffee?

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Sea Coral, by Jeff Greer

4 of 4 people found the following review helpful:
PunyJam #3: Sea Coral, February 28, 2023
by kaemi
Related reviews: PunyJam #3

Florida’s coral reefs are threatened by environmental terrorism, and it’s time for two grizzled Navy SEALs on detachment to the US Coast Guard to stop these pirates! Okay, wow, that was a lot. That sounded scary! Pirates? SEALs? Terrorism? Grizzled??? Gee willikers, this is the Florida Keys, we’re here to relax. How about some delicious key lime pie? Maybe a little mai tai? There we go, now we’re sufficiently chilled out to approach Sea Coral on its own terms.

This laidback investigation adventure isn’t out to get anyone’s pulses racing. Although the prose is quite clipped, it is driven by a genial interest that cheerfully prints out facts, which can sometimes result in a series of tangential hardcuts that depressurize focus: “The Deep Sea Submersible Vehicle (DSRV) supports two researchers. It’s maximum depth capability is well below the tolerance of the divers. The divers depth tolerance can be increased by use of mixed gasses. The exterior is equipped with 360 degree thrusters, full lighting, hand like grasping claws and specimen holding bays. The DSRV can operate at full capacity for more than five hours on a full charge.” What makes this fuzzy factspew enjoyable is that the gameplay is so lowstakes and telegraphed that you don’t need to sift through the spray for any one detail. You simply relax as the game completes its own missions with only light interaction. For your inspection of the damage to the coral reef, you merely board the DRSV, go southwest, and voila, mission complete, time to reboard the DRSV and go northeast, taking only a brief moment to appreciate the natural beauty: “There is an amazing array of sea coral and marine life. / After seeing some strange damage to the environment, you have collected samples of coral, water and sand from the area that looks disturbed. / You can board the DSRV to return to the Pollux.”

Although slightly offkilter, this brisk enthusiasm proves charming, giving the narration the tone of a friendly guide who really hopes you have a nice time, it is so lovely around here: “The lab is meticulously organized. Sandy is an excellent lab tech. You can see the lab station and some specimens that seem to have been analyzed already. Labs are interesting places. You are free to examine [X] everything. But do not touch! It would break the chain of custody rules. / It would be wise to discuss the lab results with the lab tech: [Talk to] Sandy.” The little satisfied sigh of “Labs are interesting places” interrupts the description without adding anything, and yet it feels like such a simple, genuine flush of enthusiasm that you can’t help but nod and agree. Before the train of thought gets lost, however, the game’s immediately back to business, providing helpful tips to glide you through the next scene. This exuberant simplicity sparkles the game with excitement while keeping the player tightly choreographed: “An amazing array of sea coral and marine life. The water is so clear, you can see it from the surface. Just some fins, snorkel and a mask would provide a great experience! By the way, you need to check on that kayaker just to the east.” Wow, corals are so awesome! Oh and by the way, just as an aside, the game needs you to go east.

Your investigation mostly consists of you trawling around the map, talking to every ship or diver you encounter. These dialogues keep up the same rigid amicability: “Hank: Hi captain, I’m Hank. What brings the Coast Guard out this way? / You: We checked your records. You run a clean operation. / Hank: I used to be in corporate relations. It was quite a grind. I spent my life savings buying this boat. We run a tight operation and do everything we can to give our customers a good time, but safety and protecting the environment here are important to us.” This conversation is so stilted that the resulting humor brims it with character, which is pretty par for the course with these matter of fact dialogues, all of which are brief exchanges that repeatedly offer up the same one clue about a renegade tramp steamer in various degrees of detail, although the game does once giddy up a joke to liven the proceeds: “You: I’m here from the government and I’m here to help you. ;) / Joe: Don’t make me laugh…” That sudden emoji is so iconic of the rest of the game that I’m convinced that it is the cherry on top.

Anodyne pleasantries abounding, it’s no surprise the game’s little bubbles of excitement don’t quite gush up into any explosive thriller breathlessness, even though it does gesture at the danger of the high seas: “> x flag: The divers down flag signifies that there is actually divers in the water and nearby vessels should stay clear. It is usually on a float but can also be a pennant or flag on the dive boat. / > take flag: Taken. / > mwahaha: That is not a verb I recognize.” Oh whoops, sorry, wrong quote. I meant these villains: “The pirate has an aggressive posture. / … / It looks like a pirate vessel. You notice a lot of unsecured items in disarray all over the deck.” Our climactic encounter with the dastardly pirates starts off with a crisp admonishment that they haven’t properly secured the equipment on deck. Didn’t they read the manual? And how dare they with this “aggressive posture”? Pirates indeed! Time for the US Coast Guard to put a stop to their environmental terrorism through a dramatic confrontation: “You: Tell me about the unsecured items on your deck. / The pirate: I will do no such thing. You have no authority on my ship. Now leave before there is trouble. / You: Very well. This is not the time, but it is the place. Good day to you. For now… / The pirate: Harr! / With that, you politely end the conversation.” Oh, uh… are we sure this isn’t the Canadian Coast Guard?

Of course, it’s for the best that such a chipper little exercise is content to cruise along in good spirits, even if the subject matter it touches on like environmental pollution or piracy hint at dark clouds on the horizon. Our final confrontation proves as frictionless as the rest of the experience, sustaining the breezy lighthearted atmosphere to the endscreen, leaving you with a smile and a sense of warmth, if not much else. Still, the game is so straightforwardly content, why shouldn’t we just share the vibes and soak up the Florida sunshine?

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Trenchline, by JJ McC

6 of 6 people found the following review helpful:
Winter TADS Jam Review: Trenchline, January 7, 2023

A trope in WWII movies/games that always sparks a feeling is, pinned down on the beach, the guy lugging along a bulky radio unit, screaming hopelessly to command, as if somehow there was a reason they put a telephone on Omaha Beach, as if there is anything you can say from the end of the line. The illusion of connection evaporating; you are on your own in metal shrieking.

Trenchline, a WWI/WWII hybrid with names changed to protect the guilty, dwells in the ambiance of this mood, dropping you off right amidst that loneliness: ““Mercenaries make easy money,” your army buddies said. “It’s all scowls and shows of force. It’ll never come to real fighting.” Well, they’re all dead now, and here you are. Stranded deep in a war zone, running from the fascist government, in a country you hadn’t even heard of two months ago.” Alone in a trench, watching “A memory of a forest, slowly being transformed by fascist artillery fire to a barren moonscape”, you scrabble around the rubble to find the pieces to fix the damaged radio to call in artillery support, so you can retreat from the position.

Wandering an emptied setting which is usually hectic with crowds, such as a trench in a war, creates that uncanny ghostliness that fogs over so many IF games, with piecemeal puzzling breaking up the implied reality into a jigsaw puzzle, but Trenchline manages to keep itself grounded through its rigorous focus on a single setpiece puzzle: fixing and working the radio. Salvage some wire, tie it around a tripod, get a signal, search out a page that gives you frequencies and callsigns, figure out how to read it, all these steps keep you hurrying from one task to another as “Your ears are hammered by a sustained rhythm, as if you were inside the drum of an angry god.” The puzzles solidify into the breathless tactility of the trenches, with your link to the outside world as tenuous as those no longer here to work it. Although the puzzles mostly work in this vein, for some reason the tripod seemed to move all around the map once I got it tied to the wire, and having two unrelated wires invited disambiguations that flattened the mood a bit.

Where the game works best is when, operating the radio, you get a chance to play in character. You can’t just start speaking on a military frequency, instead the game insists on protocols: ““>this is u71 over / “This is H43, go ahead U71, over.”” Here you get to meld into the war chatter, navigating a conversation puzzle which, while fairly straightforward to solve, offers many enjoyable deadends. Indeed, if you really get into character, you can elicit some colorful responses: ““H43 this is U71, merc unit devastated by enemy action, request…” / You are interrupted by an infuriatingly bemused voice. “Roger, U71, their attack held the Army’s attention as planned. Now we don’t need to pay the balance! Viva la Revolucion!”” But, if you think like a soldier, call in the artillery support you need, you can feel the machinery of war rumble to your rescue: “““This is U71, enemy artillery fierce, request suppressive fire, over.” / “This is G39, understood, checking fire priorities, break.” The silence is shorter than you would have guessed. “U71 this is G39, priority approved. Triangulating enemy battery location, over.” There is a much longer, pregnant pause on the line before it is finally broken by, “G14 this is G39 shot, over.” / A new voice, labored from exertion blares from the speaker. “This is G14, shot out.” / “Splash, over” / “hooo Splash, out. G39 this is G14, left 300, fire for effect.” / “U71 this is G39, time on target 2 minutes, you got 10 minutes of cover. Good luck U71, out.” / The close air of the bunker becomes charged in the sudden silence from the radio.” Ten minutes? You better start running.

If only to keep pace with Trenchline, which knows what it wants to accomplish and gets there quickly. It doesn’t quite mettle up to a mood as intense as its intent, but nevertheless settles amicably enough in its slyly semiserious style. For what I think is a debut, the author shows a lot of promise and craft, so one can only be thankful for fos1’s efforts to keep TADS vibrant having brought forth fruit like this.

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Low-Key Learny Jokey Journey, by Andrew Schultz

1 of 1 people found the following review helpful:
IFComp 2022: Low-Key Learny Jokey Journey, November 14, 2022
by kaemi
Related reviews: IFComp 2022

Andrew Schultz has a nervy knack for swervy snacks that train take you to a brain break, and if all the play’s pain slays sane, then at least your frenzied frolic matches the envied aeolic! The antagonist, the Burning Bright Spurning Sprite, is “hoping for SOMEONE, ANYONE who might understand the slightest bit what’s in this” game, and while we might have to tie a little tightest to slightest, why not be fit for the bit?

This game presents you with cryptic rhyme puzzles, where mostly meandering mishmashes of words are thrown at you, and you’ve got to find some tangential rhyme scheme to carry on the meaning. While silly, this can be quite clever: a “freak framing” requires us to rebuke it of “chic shaming” from the “clique claiming” that makes it a rather “bleak blaming”, which helps to solve the situation. That kind of tight sequence of word association wrests wit where writ, leading sometimes to zany amusements. Presented with a mad monk: “>had hunk / You try to claim the mad monk has lost muscle, but the insult doesn’t really land, because with age comes wisdom, and stuff.” This kind of rhyming can be quite cute and inventive, with a delightful puzzle where trudging through slow sludge is solved with “>grow grudge / As your mood hardens, so does the sludge! But you don’t see that right away. You’re busy accepting you’re not perfect and realizing you don’t have to be and recognizing sometimes stewing is better than lashing out. The sludge even recedes a bit. You can go any of the four directions now.” There is a ludic fantasy of possibility implied here, a Norton Juster logicslip where you can end up anywhere just by ceasing your ascent!

Before we jump to conclusions, the game does unfortunately undermine that fantasy, because most of the play sequence consists of typing rhymes that don’t do anything until by sheer brute force you stumble onto the intended one, which often has little to recommend it over any of the unintended ones. In Roaring Rocks, for instance, you need to look for a boring box, which doesn’t really seem connected, other than that the game hints something is hidden? I tried “soaring socks” to jump over the obstacle, which seems like a more intuitive answer, but the game didn’t recognize it. Similarly, at the deep dune, I got it to seep soon, but the game complained that waiting for the seeping would take too long, so I tried a speed spoon, but got nothing. Instead, I’m supposed to leave the room and return? Which feels underdelivered for a game like this. Where the connective logic is more tightly interwoven with the rhymes, that logic can often be bewildering, as in a dizzying sequence that has you manifest a banquet, then cause a crow concert inside a shoe, which gives you a light lute, then you’re teleported? And sometimes the game’s writing makes you seasick: “A stun-steed zooms by, bellowing “None-need-done deed!” Have you lost focus on what’s really important? Or just put in a bit of extra rigor? You decide on the second, as you could also imagine a bin-bare-min mare to insult you for finding no extra neat stuff.” The game is telling me that the puzzle is solved and I can move on unless I want to find bonus points, but insists on doing it in a way that causes maximum whiplash. I suppose it’s hypocritical for me of all people to complain here. Do I contradict myself? Very well then I contradict myself.

Perhaps recognizing the dizziness, Schultz provides some nice features, like a series of helpful items that modulate your experience, such as a Guide Gong (keeps you on the right path), lurking lump (gives you one strong hint), and leet learner (keeps tally of the available rhyme points), all of which are nice customization tools to provide you with whatever additional mooring your mind might need to stern stay to learn lay the word way to keep bored bay. A hint system and a walkthrough add additional clarity.

These added guiderails temper any frustration to allow Low-Key Learny Jokey Journey to thrive on the chase for those sizzles of delight, when, trying to find where a locking lift could lead, you undertake a shocking shift, ending up in a Sore Soul’s Gore Goals, a rather desolate place indeed, but then you breathe life into it through shore shoals and four foals and why not more moles? If, at the end of such a wild ride, “You feel like you learned nothing, and yet, at the same time, you think back to what made you say “Wow, whoah,”” then, with the finishing bow bow, at least you’re left with a hundred percent pure sent pleasant present for constant content.

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One Way Ticket, by Vitalii Blinov

2 of 3 people found the following review helpful:
IFComp 2022: One Way Ticket, November 6, 2022
by kaemi
Related reviews: IFComp 2022

Midway through this our mortal life: “The train seemed to be slowly moving towards its goal. To my goal, to be exact. The iron car, puffing to its destination, will go back in just a couple of hours — for me it was a one way ticket.” When the train breaks down, waylaying us in a mysterious village, we’re primed for a metaphorical journey of pilgrim’s progress paused, but quite quickly we’re handed a map, given a quest, which opens up another quest, which requires us to manage our inventory, and voila – you have stumbled upon the latest Russovian convergence!

Through this custom system, Twine in form but parser in spirit, characters nod us toward puzzles with glib pretenses: a character wants to get into the train for Reasons, but “I am not on the best of terms with the miserly driver, and without his cap it is simply impossible to get into the cab!” Yes, to get into the driver’s cab, apparently all you need is the driver’s cap. This whimsically arbitrary knockabout of “asking questions will only slow you down” fetch quests sets the tone for a puzzlefest that delights in both continually posing story elements while also subverting them with cheerfully blatant gamey surfaces: ““That the train is drawn on the map, as if it always stands there, like buildings in the city! What is this nonsense? And then, when did you manage to draw the train on the map?” / The mayor slowly drew the tobacco mixture into his bowels and passed his hand in front of my face as if he was stirring something in my head. / “Firstly, relax. Secondly, you are mistaken about buildings. Thirdly, the train stands exactly in the place where it is drawn, I don’t see a mistake here.”” Don’t be concerned about the how, definitely not the why, but the what, oh, we’ve got plenty of the what around here.

Charmingly surreal enthusiasm keeps you always one headscratch behind. You stumble onto the public transportation system, only to be taken for a ride: ““Why doesn’t the tram go?” / “Because there are not enough passengers, it’s clear!” / “Let’s say your passenger is in front of you.” / The man slapped himself on the forehead so that dust rose: / “Kh-kh! Oh, and I wonder why this face is unfamiliar. Are you off the train? The whole town is already talking about you. Let me explain how our trams work. / I tell you: trams run very rarely, basically we can do without them. But sometimes we have to poison jackals, otherwise they rush to people.”” So many questions, but rest assured, none of them will be answered. One Way Ticket commits to the bit, even as it enjoys thinning the bit as much as possible without causing the fourth wall to snap. Taunting you through the graphene grins the game’s humor: “The fence did not look very unapproachable, but I had absolutely no reason to pretend to be either a bee or a monkey, which at all costs had to get close to the flowers.” The implication being, of course, that you will need to puzzle through the fence to collect the flowers.

That creative tension between offhand grabbagging ideas and then committing to them with ebullient certainty bestows brilliant paint, “even yellower than the yellowest cadmium sulfide used by artists to represent the color yellow”, on what might otherwise be industrially mechanical. A statement like ““And what is this city?” / The little man beamed with genuine joy and answered: / “This is the city of which I am the mayor!”” manages to turn a character’s utilitarian flatness into a disarming joke. One character, having finally had his state changed by your successful completion of his fetch quest, shares your relief as we progress to the next set of unexpected whatsits needing whotsits: “"I’m so glad I can finally leave this basement. Frankly, I’m already fed up with the taste of the local hookah — it’s like playing with someone who knows only one opening: boredom is death, the very sense of the game disappears…” The sense of the game, then, appears in the dislocating weirdnesses that keep you guessing, not just through the puzzles, but in the much harder to parse contexts.

Unfortunately, the game dislocates you much more than I think it intends to, which dials up the confusion to migraine. Firstly, the inventory management necessary to solve puzzles is kind of unclear. You have two inventories, a journal full of notes you’ve made and a bag full of items you’re carrying, and you oscillate through them basically at random: to meet the priest for the first time, you need to use a note from your journal about meeting him in the evening to solve a puzzle about turning the sun to change the time, but when you get the fetch quest item for him, you have to use that item from your inventory to turn the sun to change the time. Then, once you give him the item, you need to make it day again, which requires you to use a journal note to change the time. In each instance, the UI obliques the puzzle through an obfuscatory layer roughly correlate with “guess the verb” frustrations.

Secondly, the occasionally haphazard translation can make disambiguating between what’s weird intentionally and what the language barrier has rendered confused difficult: ““Here is the last passenger!" the tram driver exclaimed when he saw me. / “An extremely curious passenger!” the python passenger looked at me angrily. “Here you are, in order to dispel possible misinterpretation.” / The passenger pulled out of his high boots first one, and then another one… hand. / “I’m a right-four-handed, haven’t you met someone like me?” / I was petrified to the point where I couldn’t even shake my head. The two right hands were fingering with the numb fingers pulled out from narrow boots.” So in this scenario, we have the zany puzzle that someone has all their limbs on one side, but when I first read this, I thought it was someone with four arms but who was right handed, a misconception that obscures the puzzle solution you have to later intuit. And uh, why is he a python? “He was like a python put in a box for a hamster serving a python a light breakfast.” Uh. Okay. I guess, um, that clears it up?

Thirdly, the Twinesque UI requires you to click through a lot, but requires precise input on specific screens, which is both more difficult than it needs to be and results in a lot of lost time cycling through or pausing to think if you should intervene in some new way before moving on, etc. Plus it makes movement around the map much more difficult, since each location requires you to click through the same introductory material each time, which can be annoying. Compounded this annoyance, the map is segmented into quadrants, which slows you down by forcing you to travel through hubs to get to the location you want. Given with the sheer amount of needing to wander around and try random things or notice random things that might have inexplicably changed from one moment to the next, it can become exhausting.

But if you can keep pace with the wayward logic, you can enjoy its complex layers of interdependence that lets you trace disparate elements as they course to an emotive core, slowly recognizing the life inside the inexplicable architecture: “The whole building looked crooked and oblique and rather resembled some kind of creature, molded from plasticine and not falling apart only because somewhere inside there were thin, but rigid wires hidden, with invisible ties connecting all unsightly protrusions and corners into a single whole.” Indeed, the game’s delight in inventiveness manifests most obviously in that everyone you meet, even the tavern hostess, is an inventor in disguise, and your job is to help them build their machines and improve the world in excitingly unexpected ways. Perhaps the game describes its madcap inventiveness best: “Some kind of harnesses and chains, which seemed to be randomly wound on the axles and gears of the mechanism, led from wheels to pedals, and from pedals to other wheels, creating a kind of mechanical tangle that I could not unravel at first glance.” And if it all breaks down, leaving you stranded indefinitely? Well, you ought to try the local corn wine.

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The Lottery Ticket, by Anonymous

7 of 7 people found the following review helpful:
IFComp 2022: The Lottery Ticket, October 30, 2022
by kaemi
Related reviews: IFComp 2022

Inevitably, a trend that emerged during my time in academia was digital humanities. Inevitable because of the pervasive nature of computing, inevitable because great technological change has become synonymous with the passage of time, inevitable because the idea of adding STEM to humanities might yet abate inevitable austerities, inevitable because surely this was a career path to tenure, yet for all that inevitability no one was really sure what exactly digital humanities was, besides inevitable. Lots of experiments were conducted, datasets created and grown and maintained, plenty of words were assigned values and plotted over time, cartloads of terminology were mined out, and yet nothing really seemed to come of it. One fellow postgrad student, our local Digital Humanities Guy, talked about how he was going through an author’s oeuvre, assigning every word a value, and certainly by the time he was done this would mean something. Indeed, as a more enlightened scientific path to literature, the thesis’ experiment apparatus meant that any insight would be an emergent result from reading the data, when it came. In the interim, he was a great chat at the pub. Sadly, I never did hear what resulted from reading the data, if it finally came, but I’m sure that if you talked to him now, he’d have lots of exciting ideas about GPT-3, what that might prove, when it’s ready.

That same combination of grand visions of redefining the possibility space of literary understanding and tiny experiments seemingly bemused by what they demonstrate pertains to this tech demo of stateful narration. Passer makes a very bold go of reimagining engagement contours, and why not, it can be quite exciting. What if interactivity was recast as an emotive call and response, using sentiment analysis to inflect the reader’s ability to empathize and inhabit each character in such a way that they build out the characters’ conflicts themselves, an internalizing prism by which to understand our complicities in the frameworks exhibited by the work, humanizing the characters through our fraught humanity. What if the modes of interactive fiction so far developed were backwards, forcing ideas of agency upon the work, rather than allowing the work to seep into us, gauge our each flinch and riposte, hear how the song sounds echoing from our hearts’ acoustics? What if the layer afforded by interactivity is a new dimension of literature’s spiritual planishing, a work that not only changes us but which can be changed by us? As Passer states, “When I reframed “interactive” in terms of a state change, I realized I could partition entities into stateful and stateless entities. A person is a stateful entity, right? The state of a human can change. A printed book is a stateless entity; nothing can change the state of a printed book without damaging it. With this framing, I saw an insight that a stateless entity (e.g., printed book) can change the state of a stateful entity (e.g., human reader), which I labeled as noematic interaction. This is why I feel uncomfortable labeling stateless writing as “static” writing; there is a state change occurring to a human reader from a printed book. A process that causes a state change doesn’t intuitively feel static.” Rather than a parser purveying a formalistic distance of verb driven agency, what if our input happened on the level of the writing itself, filling in words ourselves at critical junctures, a writing that leaps from the page into a dialogue? Where could that take us?

Not here, not yet. The Lottery Ticket doesn’t quite have the engine to match its drive. The Lottery Ticket, to the extent that it is by Dorian Passer and not by Anton Chekhov, is a frame story that mirrors the narrative conceit, but which lacks the emotive depth in Chekhov, and which seems mostly disconnected from it; the only meaningful dovetail is the stormy ending of Chekhov being opposed to a “happy I have my friends” summeriness in Passer. Indeed, the embedding of Chekhov seems somewhere between a cheap meta gimmick and a structural support for a story which might otherwise not stand on its own. The idea of adding something to or on top of Chekhov seems misconceived to me, and distracts from what the story might be better suited doing, which is animating the abstract ideas going into it, rendering alive the airy theorizing.

That split focus between, a) trying to improvise some layer where we are reading the characters reading Chekhov and isn’t this just how stateful narration can superimpose etc etc, and b) delivering a novel system of response that stages a standalone artistic effort, results in a tech demo that doesn’t really know what it’s demoing. The headline idea, a parser that asks for your emotive response, is underdelivered, with throwaway stakes and corridored responses: “I can tell that Jas is getting a bit down whenever we complain about that sauce. / For the past week, Fran has been protesting with these dramatic gagging noises, even though she still devours it. I still pretend like I’m happy to chow down on it. / I wonder if Jas is _____ to eat that sauce again herself?” None of this really entails our immersion: we barely know these characters to assign value to their feelings, the blank thought we are expected to fill is sufficiently superfluous and dry to invite nothing but the blankness, and the setup nudges us with a prebuilt answer that makes us wonder why we’re spending so much effort trying to be stateful. Like, a character talks about Toria’s feelings as she waits for a lottery ticket, to which we’re invited to reply: “Oh, you know, very ____ over here.” Yes, excited, nervous, any nearby word you want to add. It’s more data entry than interactivity. Trying to wrestle some nuance out of the system, I entered “serene”, trying to recast Toria as at peace with the outcome of the lottery, which won me the following engagement: “Who am I kidding? I’m very nervous. That’s why I’m digging into my fingers…” Which basically dismantles every conceit that has gone into this. Whatever a stateful narration could be, it isn’t this. I think this is just a captcha.

Again, a great chat at a pub, but we still await Passer’s vision for a stateful narration, however that might work, when it comes, if it coheres.

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January, by litrouke

4 of 4 people found the following review helpful:
IFComp 2022: January, October 23, 2022
by kaemi
Related reviews: IFComp 2022

In the postapocalyptic physicalization of the shells which consume us, we wrestle life out of the myriad compounding pressures threatening unlife. Only the past’s remains remains, how we strain within it to undecay. Simplifying the complexities of rampant overurbanized hypercompetition, we sneak past faceless devouring crowds to find food enough to keep our microcommunities alive. Nomads of a landscape not designed for your survival, until slowly you accept you haven’t, merely await some sacrifice to suffice nobility in the sundering. Otherwise, no one left, why then you, who even are you? “He should have killed himself after they died.”

January struggles in its search for an answer, rewriting itself constantly, overcoming concrete patterns of distortion to rewind the words to soften the starkness of the silence that gulfs the calendar, find amidst the scatterings some story to live, some way to render the neutralizing distance into an inhabitable I. In postapocalyptic physicality, this survival is cobbled of exertions through too tangible excruciations, gag reflexes overcome to swallow this day’s sustenance: “It took two hammer swings to remove the doorknob. The pet store’s door sagged inward, and he made the mistake of following it. Instantly he gagged; the rancid fish-death stench hit his nose and bloated down his throat like chewed oysters coming back up, gelatinous and greased and rotten. He retched and stumbled back to the cart, shoving the cat aside to grab a pack of gingersnaps. He crammed two into his mouth. Then he stuck his face in the pack and breathed ginger until the bile drained out of his throat and down to his stomach.” Every act drains more than it sustains, you’ve never enough, it could be so easy to release, but you have to keep searching through the pain for shelter, the discomforts accreting your restlessness: “In an effort to outpace the storm, they had travelled too hard. Exhaustion soaked through him like melting snow and slushed his bones. By midday, the stormclouds had overtaken them, and his head throbbed with the weight of the imminent snowfall. He stopped and pitched the tent. If the storm trapped them here, at least they could boil fresh water from the snow. He should have made lunch for them, but dizziness unsteadied his hands, and his eyes closed and closed when he tried to open them. The stormclouds swelled in his head.” Strain you don’t have to think about, feeling is more than enough to try to process, no energy left to pretend a self of all the sweat, simply submit to an endless rush of incident in the vain hope for an equilibrium, despair that you are the disequilibria being crushed back to the empty serene.

Which curdles the postapocalyptic into a deadend, the deadening until at last in mercy the ending. Any home only for as long as fulfils an arc, then, with nowhere else to go, shunted off elsewhere, until the energy of the tropes run dry, and some violent denouement is wrested from the long taper. So January goes, until the exhaustion gives way to ennobling sacrifice, giving oneself as sustenance to ensure others endure: ““You’ll eat me, won’t you? As long as I get all the clothes out of the way.” / He rubbed his red nose and sniffed again as the cat wandered away. Abruptly he did not like the thought of it, lying there naked in the road like a plucked flower, his fat pink fingers and the red petals of head blood and the private white stamen of his stomach on display. It would be a shame—shameful, he meant—to be found looking like a picked flower. He consoled himself with knowing that he wouldn’t look that way for even an hour. After that, he would just be meat.” So it goes.

As we follow the calendar’s steady progression to the end, a January giving way to new January, the primary engine of engagement that drives us through the course is a painterly enjoyment: “Like ants spewed from a poisoned colony, dozens of bodies radiated from the firepit in dazed concentric circles. They had collapsed to the ground gently, some with enough time to fold their hands over their chest or curl up on their sides like drained spider husks. Many were naked, and all whole, unbloodied, unmangled. The morning frost powdered their skin, clumps of white offset by the black frostbite that stained their fingers and toes.” Heavy emphasis on choosing the view, the colors, their kaleidoscope. Visuals given careful touches, until the composition sits just so, gallery ready: “The cold air caught him like an old pair of jeans, familiar and tightly cinched around his middle. He tugged the collar of his coat over his mouth and looked back at the house. A Rockwell painting still. Nothing stirred. In the bottom-right corner of the painting the artist had added one detail: a parted curtain, hand unseen, and the sandy head of a child just tall enough to be visible over the window sill.”

In smaller fragments, a brilliance of details can be magnetic, tugging us from one surprise to another: from “the garden still smelled of sunrise” to “The sensation dredged him up from the tarry depths of another gasoline dream”. The postapocalyptic physicality can empower a pounceable poetry: “A fat green bottlefly veered into his eye. It plinked off his flinched eyelid, and he swore and swatted at the buzzy air.” We feel each jostle and twinge, yet a dexterous clarity keeps us focused through the recoil. Even when the colors fade and we find ourselves in chiaroscuro, hatches still sharpen the dynamics’ immersions: “Before then, he had tapped the water from time to time, hoping the shimmer under the surface might feign fishlike and lure the cat into something. But the darkness became profound.” January keeps its sketchbook ready to capture the filiation of moments that photographs cannot.

Much of this sharpness bruises on the caricature bleakness of postapocalypse grittiness, providing painterly insight into a doldrum of dours: “A wire bisected the empty silo. / From the well-water-blue circle of sky descended a bird. Black. Glossy and corvine of some kind. He never learned the difference between ravens and crows. The bird swept in and worked its wings to halt above the wire. Its dusty flapping dissipated in the sterile silo air like the fading ripples of skipped river stones. The instant the bird’s talons gripped the wire, it electrified. / The shock wired the bird in place. Every muscle contorted. The talons viced around the burning wire as the body shuddered, feathers a soft black buzzing sight. The electricity must have clamped the bird's mandibles shut, for it made no sound as the shock turned to heat. Its talons sludged around the wire, forming a dripping magmatic mass that hardened into long intestinal globs of black plastic. The feathers frayed, charred, black to black, ash shivering off the bird like fog rolling off the sea. / Below, the ash began to accumulate. / The bird lost its eyes next, weeping like hot rubber from the sockets, and its beak, cracking loose like a snipped nail. The fused halves of the beak landed in the swelling pile of ash below. The bird’s body was all stain, all mar, no feathers or skin now, only a curdled black carapace of burns. The pyramid of ash trickled higher. It shaped the silo into a perfect hourglass: the bird could have stepped neatly off the wire and onto the solid pile of ash.” Prestezza shocks in hues and shapes: a wire, a sky, a bird. Definition is resisted, with the opportunity to elaborate on “corvine” being swatted away for “never learned the difference”, emphasizing instead the motionblur swatches, a dizzy overlay of rigidity and contortions spilling out in a merged “black buzzing” that overtakes the logic of the scene, overriding into excess imagery that solders out any prior purpose, creeping in grotesques of “dripping magmatic mass that hardened into long intestinal globs” and “weeping like hot rubber”. The bacchanal surrealism of unbounded imagery helixes the reader from the initial grounding to an increasingly for-itself macabre. Unfortunately, much of the effect of such a rupture depends upon the sequence it is rupturing: were the characters to just get on with a scene after such a setting, a ludic intensity might emerge; were the characters subject to a cavalcade of such scenes, futilely attempting to carry on with narrative, a grungy psychedelism might emerge; but as a standalone vignette, disjuncting only the dry comment “Rarely, these days, did he have meat to cook.”, the outcome is instead a little silly and adolescent. Having one note is not made better through fortissimo.

The painterliness works better wherever it slips free of the limited band of emotive intent, allowing an idea to shoot through and bloom: “He passed time by naming the flowers. It surprised him how many empty names existed in his mind. He could recite an alphabet’s worth of them: aster, bluebonnet, chrysanthemum... / Some of them he recognized—rose, tulip—but the rest, he blindly reassigned. / He found a sprig of stubby flowers bowered beneath a tree. They huddled together in an unfriendly way, white-petaled, small-eyed, so he called them elderflowers. On the side of the road, fuzzy yellow things sprouted from the earth like uncombed licks of hair. He knew that daisies were yellow, and so daisies they became, and the cat entertained itself by weaving through them, its feathery tail flicking among the flowerheads like it might convince them it belonged. / Coral tree-buds became peonies; umbrella-wide blooms, dahlias; a weeping of top-heavy bells, willowseeds.” There’s a lot here to like, from playing with nominative characteristics to jaunty fantastettes like the cat’s tail. What’s most interesting, though, is that not knowing the names of flowers, rather than capping the details, becomes an invitation to creatively play with the vibrancies to reappreciate each flower as if for the first time, delighting in the fidelity of being enabled via elderly elderflowers and weeping willowseeds.

Like everyone, I find Cormac McCarthy astonishing. However, I found The Road ridiculous, with its clipped dingeries and scowling misanthropies skewing too jejune. McCarthy’s garrulous callousings don’t add anything to the garrulous, the calloused, and any moreness made of it seems to make less of both artist and subject. Rather, I found McCarthy’s most effective work was the contemplative, inchoate Suttree. Scavenging around Knoxville’s rivermud fringes, we feel at home in McCarthy’s grime, at last seeing beauty and humanity as he discovers.

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