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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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i wish you were dead., by Sofía Abarca

4 of 7 people found the following review helpful:
IFComp 2022: i wish you were dead. by Sofia Abarca, October 16, 2022
by kaemi
Related reviews: IFComp 2022

Relationships are innately allegorical, a liturgy of symbols the deify manifold particulars into universal abstracts; the thousand thoughts racing through our heads are unique to us, but thousands have sobbed into their pillows just like this, thousands will again. A charged statement, the stumblesighed admission of finality, that could have been said by anyone, was specifically said by you: “I’m saying that I don’t know if this is still the– the best thing for us.”

Interplay between empathetic recognition and gradual revelation grips us into the push and pull and shove, with each begging for groundedness like “I won’t take it. You’re not walking out on me until you give me a semblance of a reason for leaving.” heaving into entanglements which cannot be contained in any constituent unit, an ambient esprit which pervades unisolated in our isolating: “Her: I– / Where is this coming from? / … / Me: N-nowhere. In particular.” Because, when we drill down to the reasons for the breakup, we seem to be slipping further away from what we wanted to say, diluted by all the things we’ll wish we didn’t say. When we come to the specifics of a complaint, it seems almost irrelevant, each implication into explanation rendering it moreso: “Her name’s not Link. She saw my Zelda tattoo on my wrist when I was taking her order at the shop, and when I asked for her name, she said “Link”. / While I was preparing her latte, she stood over the counter and tried to talk about the games with me. And I told her that I didn’t actually know that much about them. That the tattoo was for my grandfather. But she still insisted on making small talk. / And she came by every day at 4:30. She liked the music that I was playing at the café and gave me her number so I could send the playlist to her.” What does all that add up to? Not this loss. The twists and turns of who cheated or maybe cheated with who bloat over the core malaise of disconnect, just another tactic in a long list of not so clean extractions, a series of excuses emphasizing its first syllable: “Look– I love you. I love you. So much. / My hands start shaking as I try to hold back my tears. / But– I don’t think I’m in the best place right now to try to… work this out. I don’t think I can give this relationship what it needs right now. And I don’t think you deserve that.” A calcified reiteration of love to cohere our sense of honesty contiguous with how we mumbled the same thing only hours ago, somehow congeal a consistent propriety out of sudden severance, even a kind of altruistic care, ever so considerate about what the other deserves, renunciation as a supreme sacrificial love, don’t you see how affectionate I am, abandoning you like this? Knowingly, she insists on the lie, embarrassing us to another redoubt: “Her: Look– I know we’re in a rough spot. I know. / But I don’t need you to give us a 100%, if you don’t– if you can’t. I get it. I’ll give more than my 100% for a bit, if you need me to. / [Thinking:] Fuck. Fuck– no. This is not– / This is making it harder. / Why is she saying this?” What would she prefer, we acidically grimace, that we stark down to hatreds? And I thought she loved me!

Breakups resist preserving recharcterizations; vain attempt to endure in endings. Alienation persists, and that’s the intention. “Her: Where– / Where was all this before? / Huh? / Why / did you wait / until now?” Fantasy break of intimacy when presented with the richly inaccessible inner lives we carry beneath each curated connection. Actually, the person you’ve known so deeply isn’t a person, but a portrait made of the parts of themselves you have sought, they have revealed, and the true consciousness lies forever beyond you, no one will ever be with you the way you must be, marooned. Every painful echo and its nowhere implied: “And somewhere along the way I forgot how deplorable my existence was without yours. It was so– so empty, so inhuman– I couldn’t even hurt. There was nothing to be hurt about. And the first time I did– that I hurt– I felt that I had finally come into my own. / And forgot why I was able to hurt in the first place.” Breakages as an identity stronger than the one that held us an us.

That we don’t wrestle out a satisfactory conclusion, no resolution but only an after, is germane to the theme, but perhaps could have been more intentionally refined. There are juicy bursts of lyricism like “Her eyes develop a crystalline envelope” but the cavalcade of cryings can become somewhat cloying and don’t always emote as desired: “My face turns to my left, the twinkling lights of the city’s buildings merging with each other as tears infect my eyes.” Almost a poignant image, but the palpably wrong verb “infect” clangs it out of tune. The timed text is a further frustration. As an effect, perhaps it can be primed to impact, but as a standardization, it’s just annoying, reading with staccato lagginess. This work invites multiple readings, yet anyone who has tapped their fingers to the finish will be ill inclined to route back to the start. It’s also misconceived for the theme, rendering glacial a situation which should feel frenetic, intense, freewheeling out of control. Also, I hit a debug screen: “The (if:) changer should be stored in a variable or attached to a hook.” So that could be fixed.

But if it’s all a bit messy, so are we: “And as messy as hers– my mind churns with doubt and fear, unable to trace the link in between thoughts, scenarios, and choices; with all the things that led to this moment, and the ever-lingering question of if, in what seems to be our final hour, / she will finally tell me the truth.” Nowhere we turn to holds any of it together, so perhaps, really this time, we deserve better than this, and we can in love choose not to assign blames, maintain grudges, calcify the hurt, and simply and sweetly accept delicate destruction: “So please– just let me let you go.” Wishing we both might find better paths than the one we’ve shared. Still, as the door clicks behind you, a pang to echo through so many sleepless nights: “the end. / ...unless you don't want it to be.”

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Prism, by Eliot M.B. Howard

4 of 4 people found the following review helpful:
IFComp 2022: Prism: A Tale of Heterogenous Futures, October 8, 2022
by kaemi
Related reviews: IFComp 2022

“What am I for? How do I do what I am for?” asks the city to itself, and you the courier reply, judging the answer from the linkages you make, break, escape. A city of inventive momentum wresting industry from the sands, automaton hive built of billions of little like yous amalgamated into “Infrastructure, precious and invisible”, prisms you only through what you carry, whether you choose to carry it with you, down through “the myriad paths beneath.”

In a relatively compact pinball sequence, we are given five or six or seven threads, however many may the completionist collect, which our courier can unravel to see behind the weft the touches fragilely interdigitating motionblur vistas. Conduin, a city in steampunk arabesque, hums neon with Proper Noun fantasies that keep the world always one secret ahead, as you chase vignettes that can’t be explained without footnotes, though these details do not detain the reader but supercharge them through thematic skeins, stylism Ursula K. Le Guin.

Or at least, at its best, it does. The prose zeniths in a vibrant fluency that keeps its aorta pumping: “You watch the shock of jolt streak from the collector behind you out across twisting brutalist sandstone roofworks, powering domiciles rumbling to life with the morning, musical inventions, tools of industry carving out the Tourmaline District at the far edge of Conduin's circular city walls.” Little phrases like watching “the shock of jolt streak” work on their own as unexpected turns, but which shed shadows as you realize that “jolt” is the in universe name for the magical electricity harvested from the eternal storm above. Similarly, the story uses the ways this fantasy directly entwines with our current malaises to build a ready rapport that has us eager to explore some more: “As the city grows, its residents become accustomed to wonders beyond understanding. Endless water pouring from its heart, geologicians pulling clastic stone structure from the sand in mere days, the sky itself tamed in the name of invented light and sound. Citizens carry lightning in their pockets, humming battery-wands sheathed in stone to transfer payment. You can hear the zap-buzz of commerce now, whirring contraptions winding up to fill sitting halls with constant novelty, if not harmony.” This is the kind of pseudounfamiliarization that is easy to bobble to eyerolls, indeed the last sentence starts wobbling, but here it injects a selfreflective vision of place to make it feel lived in, worried in. When the story keeps running down the powerlines, it really works.

That wobbling of the spinning top hits most when the desire for exposition floods free of the canals, forcing us into screeching halt wiki entries: “You get the sense she's drifted deeply into thought. The crease in her brow deepens, and she flexes her scarred fingers. / "You know the Unseen Strings?" She finally says. / "Is that a book?" / You offer your best guess. / "Good one." She says. "But no. It's that beyond sight which puppets us. Hunger, emotion, duty. What we sense people want from us. Streetborn call them Strings. Do you think we are slaves to them? Do we have a scrap of a choice?"” Nod to the fourth wall exposition, just so anyone from another world listening in doesn’t have to be kept curious. This anxiety about ambiguity dulls some of the otherwise excellent razorsharp descriptions: “Upward, tiered hard angles create a tempting staircase, though you know as soon as you place a foot off the ground the Constables could be on you.” The first phrase of the sentence is wonderfully resonant imagery, but then the insistence on worldbuilding rushes into the room to ruin the mood, breathlessly explaining the civic ordinance with your lawyer’s concern. Sometimes, with an editor’s touch, you want to prune sentences to focus on the flowers: “A painting of deep, reverent colour occupies a place of honour in the center of the room” says it all, but then it says more.

With every whirl it does not wobble we twist through dizzy streams of delights to alight on a detail enlivened with fear of steel outclanging beauty’s silence: “Conduin's walls are high enough now to make sunrise a little later, sunset early.” Enmeshed in a matrix of designs increasingly more intricate than we: “What next? Another intrusive thought. How long before the city finally proves me obsolete? / A question too big for your body. The idle melodic hum at your side pulls you back.” And yet it’s hard not to get carried along by the music unique to this world, as in lovely vernacular chirps like “You find Sixwise Chimmering a fewfolk up from street level, in a walkup with a fading façade.” The linguistic music timbres each faction unique, especially the Sympaths, whose formalist dataset neologizes in tongues: “Weldingsand, unfolding mindflower how. Internal lightning.” and "Lexical semiotic selection lightningrod.” and, best of all, “Wireframe web in the wind of others' speech. Interlocuter output taxonomization, categorization.” With clockmaker’s tightness, “wind” can be breeze to play with “web” or it can be turning to play with “wireframe”, and how both of these play together inlays the diamond gleam.

Thus, all the Proper Nouns, rather than dwell aloof in Lore, prove fecund with painterly possibilities: “Gold fluid - sparkling in a ray through the hexagonal drystorm clouds above, thick, attempting to congeal - is gushing from the wound in their midsection.” Presented with all these presiding curiosities, your choices reflect a personality through fragrant spices that mull your streetwine worldview, whichever you wish to adopt: “If there's one thing guaranteed in life, it's adaptation. / Perhaps the street might overtake the desert itself. / Or perhaps they will always be flowing into one another.” A great choice tree that reflects many different philosophies on the same observation without feeling pitched. The kind of off-hand thought that reflects onto what the dominant hand holds.

Whichever outcome we grasp hard won, or swiftly stolen, we find a tenuous peace with the city, our place within it or without it. Swerving severances like “Even as a beggar, you've never asked like this” simply strengthen your resolutions more empowered than the jolt all aclattering in the machinery and the mastery: “Freedom was made to be bought, but you dare seize it from thin air.” Because, somewhere, wherever amidst the sprawling you stop falling, is not simply the city, is where you live.

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Elvish for Goodbye, by David Gürçay-Morris

3 of 5 people found the following review helpful:
IFComp 2022: Elvish for Goodbye, October 2, 2022
by kaemi
Related reviews: IFComp 2022

Continuity of place records the fragments we scatter within it. Though we can never create a complete picture of the peopling into memory, still it retains a frame, a reel of rooms we were in years ago, of streets we drive each day, of landmarks we never visit but which loom over us as if we belonged to its enduring, though we know we do not, and we find ourselves some place else, doubly alienated from the gone and the begone: “"I could never have left while there were more stories to hear, to learn, to catalogue and archive. Stories are so fragile, perspectives so ephemeral! They disappear and leave the world poorer for their absence. It doesn't matter that the void left behind will be filled by some new telling (which I will always also crave, and devour); must those stories be lost? Must there always be forgetting to usher in imagination?"”

The struggle to catalogue a lost place, and everything that was once possible in that place, animates our struggle against the obscurity of memory: “Even now I sometimes struggle to recall the actual events of that meeting and not the hundred ways in which I have told and retold the story in the five years since: to my friends and, later, my editors; to the research librarians and cryptobiologists I consulted in the dodgy underbellies of the academic-industrial complex; to the glittering glitterati of the donor class, those brahmins of the City whose funding feeds the fringe-work (performance, poetry, painting--even it turns out, mythohistoric research), fattening it up until it can pass as avant garde, or perhaps--if you're lucky--even "cutting edge."” Contextual fantasization of the known lost allegorizes the elves into a wistful wishfulness for what the past could have been like. Elves, as we learn about the wild idylls in which they lived, are ghostly redolent with elegance, an edenic majesty of sylvan urbanity. For example, the signage that litters our cities with lights is amplified in the elven fantasy as an ornate grandeur of authentic engagement through a rich tradition of textile artistry: “Three times as tall as they are wide, (which apparently made for a pleasant reading experience, according to the stranger) each panel had embroidered upon it a fable, folktale, history, or family story of the elven people. These were stitched, by hand, upon their homes and businesses, their temples and brothels; decorated the façades of every theater and every warehouse. They were the responsibility of the owner or caretaker of the building, and their upkeep was considered a civic duty. / "The embroidery wasn't pure Elvish script, you understand. Instead it partially converted the logograms you would find in the history books back into their originating imagery, which made for a more illustrative retelling than the written words. The creative process of doing so also allowed for a lot of artistic imagination: commentary upon and reinterpretation of those histories by the textile artists of later generations was not just permitted--it was expected, demanded, and depended upon."” The rigorous specificity of recall, giving us the dimensions of the panels, grants us the archival certainty upon which we can found a conjectural fancy, imagining the colorful whirlwind of centuries of compounded artistic tradition. The elves, in their heightened aesthetic, decorate the city with the ways that historical reinterpretation of one’s place within a city could stitch together the people who dwell according to those lines, who come to embody where they echo, a public celebration of creativity and identity of which we, bombarded by advertisements, might prove envious. Glancing around our own pale imitations, we can appreciate any illustration that paints their gaps.

Absence sustains fantasy through alterity, finally drifting free from the decay that defines our own relationships with place. The story of the elves appears from a stranger who emerges just at the point that the city of the present breaks down, fails to blind us with the lights that could outshine other ways of living: “Yes, that was it: a stranger met on the Night of Candles, when the runes and wards holding back the weight of the earth had collapsed, crushing the delicate pipes that snaked down from the northern reservoirs and cutting off the supply of gas for the City's lights. In response, the Guild of Engineers decided to use the recently-completed electroalchemical power plant, first of its kind, to relight the lamps winking out across the city. Overtaxed by the sudden increase in demand, the electroalchemical plant caught on fire, plunging the city into darkness for a second time.” Informational density sputters entropic through prose hinting at scenery only to burn it down, a series of details that matter and then don’t matter and then are replaced by other ephemera which matter, don’t. This cascade of replaceable things is ruptured by a dream of irreplaceable things, “a living gloss on the staid, hide-bound histories--more colorful and contradictory, fluid but also fragile,” a vitality that imprints upon the material, but which cannot be preserved, remaining only through traditions that persist from interpretation to interpretation, accreting substance and sensibility, a legacy whose self-referential loop reinforces their daised deserving: ““The elves held memory and history in the highest regard. Elven historians and scholars of archeology and anthropology were unparalleled; the archives they left behind are to this day considered paragons which every human library and museum aspires to match.” Curators of longing, their each attribute lovingly pinned by lepidopterist trivia endless teasing you through library stacks until you’ve finally forgotten where you came from.

The elegiac obsessiveness pierces the initial mystery of memory at which the story gestures, opting instead for a detailed civic engineering tour: "The elven architects were a bit different in training than our own stonemasons and master builders. Their tools certainly included the triangle and compass, but also the loom and the needle. They were mistresses and masters of knots and stitches, drapes and pleats. / “Each wall was made from many individual panels of fabric. These panels were of a fixed proportion, three times as high as they were wide. Toggles held the panels together, but could be undone to create doorways where needed or desired. Once a year, to mark the height of spring, every closure of every panel wall in Wild Idyll was undone, and the wind blew through the city unobstructed, blowing out bad air and spirits, blowing in the petals of flowers and pollen of new growth.” Before long, you realize you are being given a lecture, and it’s here that that obsession with lost elegance becomes reductively comparative to the present, a classicist sneer in Carrara marble against all the barbarians milling below, the refined traditions and courtly excess of the elves an ornate display with clear import: “you're not wrong about the preoccupation of Elvish with indicating status. Overall, that is exactly how the language behaves, and many newcomers to Wild Idyll found themselves in situations both ridiculous and tragic--until they gained a better grasp of the Elvish tongue.” The yearning for a past more perfect mimics the unidirectional polarity of majesty beyond your ken, with each superlative laurel of elvish culture forming a complexity that elevates the individual only through assimilation, with judgment scouring away any skeptical pull away towards the present: “"But you're right to notice that the simplicity of variants for 'hello' are a notable exception to the Elvish language generally. The vocabulary for 'goodbye' is unusual as well, but in the opposite way." / "In the opposite way, how?" I inquired. / "Well, where there were just three ways of saying 'Hello,' Elvish had 497 different words for 'goodbye'!" / "497? Really?" I said, skeptically. / "Give or take a dozen, I suppose, depending on how persnickety you're being." Their stare was expressionless and unimpressed by my skepticism. "Regardless, you must admit it's a lot to learn, and certain to be confusing." / The stranger steepled their fingers in front of lips pursed in thought. "Let me explain a bit further."” Unimpressed by your unwillingness to learn, the explanations resume, avalanching more details that absolutely will be on the final exam. When, reformed into being a better student, you start intuiting the next lesson with your questions, you receive converse praise: “"You are very perceptive indeed," they said, "and what you say is largely true."”

The vertex of a past whose loss is rhapsodized in fantasy and a didactic unipolarity of complex adoration appears, unsurprisingly, in a kind of colonial selfinvolvement: “"The last farewell of the elves was bigger than any one person's ending; it was reserved for marking the death of whole worlds."” A farewell to everything coincides with the disappearance of the elves, a farewell that we learn “is nothing less than the very name of this great City in which I live, this city of humankind, christened by the elves with their final farewell.” The death of the whole world, sighs the elves, as they leave a world which goes on without them. The perfected disappeared overloads the imperfect present into a selfevidencing symptom of degradation in which the humans, in their lessened aesthetic, become coextensive with the disdain that our companion holds for the loss of past grandeurs: “Their voice, when at last they spoke, was hushed at first, yet leaked bitterness. "Goodbyes are so...violent. So final. I hate goodbyes. I hate all 497 ways of fucking saying fucking goodbye. But especially the last one. I truly despise that word, because all it is, all it embodies is...cowardly despair. And when the time came, when my parents and sisters and brother and all the aunts and uncles; my friends, my colleagues, my lovers and ex-lovers; my queen, my lords and ladies of estate, the temple priests who taught me to read the history of the city in its fabric walls, the teachers from whom I learned everything--when every single one of them uttered that hateful word and left the world behind, left Wild Idyll behind, abandoned their--our--city!...”” Thus our stranger endures a stranger in a city no longer ours, the power of their history no longer power nor history.

The loss of the ours isolates the individual into a togetherness they have to share as a loneliness, a series of stories that have lost their binding, as when our companion recalls the noodle shop where he listened to the stories of his patrons is “Gone in the way that even the places you deem most essential--its greatest institutions--can disappear in a city. And that was how I learned a very important truth, that everyone learns, but each in a different way: nothing is permanent. That in a city, even more than the countryside villages and farms where I had lived before, change was the only constant; and the only way a city could stay alive was for it to constantly reinvent itself.”” The world’s going on becomes a death not just of you, but of us, of every specificity by which you were conceived, by which you could conceive others. “When a world dies it is so a new one can emerge, screaming, from its bones and blood.” And they look back on you, but you were never here.

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The Winograd Matrix, by Richard Holeton

4 of 4 people found the following review helpful:
The Winograd Matrix, August 20, 2022

Richard Holeton, John Barth of the Eastgate Systems era, is known for Figurski at Findhorn on Acid, one of those pioneering twentieth century elits which elicit as much effort even understanding what it is you’re reading as understanding what it is you’re reading.

If you’re confused, then good news, this work is based on the Winograd schema, an attempt to improve the Turing test by layering anaphora to charge meaning through intuited referential connections, a method of attempting to rigorize the metaprocessing of sentience. The problem consists in presenting a sentence with an introduced ambiguity that produces two semantically valid parallels, where only one selection is preferred by normative linguistic thinking, a la the original example of “The city councilmen refused the demonstrators a permit because they [feared/advocated] violence.” The pronoun “they” can mean either the councilmen or the demonstrators, and each can be applied a proper verb: feared for the councilmen, advocated for the demonstrators. The normal reading that most people would intuit is that “they” represents the councilmen, so the supposedly correct choice would be to select the verb “feared.”

Like a lot of twentieth century futurism formalisms, the idea is conceptually entertaining, if not necessarily applicable, which means that it provides a perfect pomo playground. That The Winograd Matrix is structured through a series of Winograd schemas while also being about people attempting to create a narrative called “The Winograd Matrix” that describes the very process that the reader undergoes to read the work is all very much par for the course, leading inevitably to shall we say slapstick discursions on penises and winkwink punning from a Beau Drillard boy friend to bother the boyfriend.

Much of the writing whirls densely around polysemous references, internesting associated links that sometimes get four, five, six steps deep. Rather than obscurantist whirligigs, the prose notes the notches and mostly goes for jokes it also painstakingly notes, as per this riff on a Newton’s Cradle: “Drillard had given me the “executive toy” when I began my Double Home Confinement (following my so-called assault of Cofú the Intern) in order to, he said punningly, help keep me grounded. / “Executive Toy or Cradle Toy, Bo,” Jenny had asked Drillard, “—it’s certainly not for babies?” / Drillard quipped, “It rocks, baby!” Trying to be cool. Despite our being old friends, I’ve never liked the way Drillard winks at Jenny all cuddly and hairy like a bear. Less so since Jenny and I moved in together. Meaning I like it less so—he seems to do it more so.” This quirk of constantly interrupting flow with grins to the reader stacks up the clausal complexity with a ludic disdain for whether the whole thing should collapse or not, as when “it seems like the whole building shakes or shudders (Drillard would call it a structural destabilization)” intersplices images with abstractions generating conceptual distance in anaphoric twists.

When not going for gags, the order of the day is divorcee mundane: “Things started off pretty well. Jenny complained that I spent too much time in the bathroom (using it), or too little time in the bathroom (cleaning it); I noted her difficulty discerning which substances were proper vs. improper to put down the garbage disposal. Of course I brought up the hair clogging the bathroom drains. / The annoyances quickly escalated. “Speaking of hair [uh-oh!], have you thought about trimming your nose hairs?” Jenny said, and after a second glass of wine went straight to, “Were you raised by fucking wolves?” / My rejoinders (e.g., regarding her Chronic Inability to Take Out the Recycling, “Do you have a goddamn broken leg?”) were not well received, and in short, our Happy Hour Sharing Time went down in flames after only one week.” The clack of trivium trivially pursued stifles the emotion in piles of plastic waste that dulls us into a twittery anhedonia kept thrumming along Winograd forks by DFWesque jargon plasticity pileons: “My Double Quarantine means I cannot (a) set foot past my front porch into analog AmbiZone space, or (b) co-locate with another human in any public or private Holospace, without setting off my PanoptiCuff® GPS ankle monitor.” Arguing with your partner about petty grievances during lockdown serves as a basis for traipsing williesnilly through modernity (though not Modernity) dizzies, which provides the true core animation for much of the work, even though seeking a path through those dizzies towards restorative, gracious trucemaking remains the assumptive goal, chasing after the promise flickered briefly in lines like: ““Here’s to picking up the pieces,” Jenny says. She looks at me, and I look back into the deep pools of her eyes. I realize these three seconds or so are the longest we’ve looked into each other’s eyes for all these months of confinement and tension, suspicion and crime.”

Indeed, the razorthin relationships buried beneath nonrecyclable ephemera gets chapter and verse DeLilloan: “”Extruded polystyrene foam is 95% air, not biodegradable, and emits toxic fumes when burned,” I say as we extract mangled slices of pesto and pancetta pizza, flecked with Styrofoam, from the table cleavage.” Where the difference emerges is a semihopeful ethos of resistance, that sees the informational pressure as a zugzwang oppression in need of an extracontextual nonbinary flight, hinting at a devious compulsion of the Winograd presumptive choice: ““Multiple oppressive narratives that we’re complicit in co-constructing…” Jenny starts to say with exaggerated gravity—parroting Drillard, or parodying him, I can’t tell which. Then she shrugs, as if suddenly overwhelmed by the cumulative weight of it all. / “But you can resist,” I say. “We can resist, right?”” Not really, as when discovering a nonbinary choice spills out of the framework to simply end up spilled out: “In the end, I tear off my PanoptiCuff® ankle monitor and run down the street … I feel vindicated, but I end up alone.” Well, back to square one, I suppose; or, if you’re feeling generous, a “time-reversal symmetry” to the starting node of a Twine that interrogates the linear modalities of power structures as reproduced by a constructive agency in which we etc etc.

So, a whole lot of Stuff, certain to fill out some pleasant peer-reviewed riffery, but I don’t know that we need a Rube Goldberg Machine to tell us that moving in with a partner can be unglamorous. In many ways, this work echoes a lot of the tropes of academic-facing elit that I find annoying, in which there is more effort spent on conceptual innovation posturing than on the actual content. Because, as much as we can discuss the formalistic cunning of The Winograd Matrix, most of what it actually is is a series of super dated dick jokes; well, depending on what your definition of is is.

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Uncle Mortimer's Secret, by Jim MacBrayne

2 of 2 people found the following review helpful:
ParserComp 2022: Uncle Mortimer's Secret, August 4, 2022
by kaemi
Related reviews: ParserComp 2022

If Jim MacBrayne’s previous work, Somewhere, Somewhen, was vibrant but inchoate, a messy attic riddled and riddling with draft ideas, then this current title presents a sculpted revision. The central hub leading into puzzle chambers structure is here neatly iterated into a time travel adventure, where you can easily bounce into vignettes of the past, solve some puzzles, then unlock the next link, all the while accumulating enough inventory to open a Costco.

If this sounds like standard text adventure fare, it is, and the game dives into the cliches with gusto: a letter invites you to your eccentric uncle’s house, so “You push the door open and make your way inside. As you do so it alarmingly slams shut behind you with a grim finality, and you seem to hear an ominous and rather sinister chuckle. / You wonder what your next move should be.” Naturally, you set about searching for items, and the game gleefully ricochets from there through a bounceabout solvearound that defies all good plotting, but keeps you guessing at every description, since most of these environments operate according to a Mystian paranoia, where every incidental detail that seems even slightly cryptic is actually a super cryptic hint for a puzzle whose only connection is geographical proximity. In an unfinished version of the Mona Lisa, a parchment says, “Most men remain loyal, / Most lack real morals.” From this clue, you’re meant to intuit that, when presented with three squares in a nearby room, you should press them in a certain order, based upon the cipher where a word starting with M = Middle, R = Right, and L = Left. Similarly, a note you collect says “When confined, tally, and Let Majesty Remain”; when you discover a secret passage engraved with “Let Majesty Remain”, you are meant to tally the numbers in “let”, “majesty”, and “remain” to set dials to 376. Like in Somewhere, Somewhen, an initially lateral solution leads you down a whole corridor of such logic leaps, rewarding you for paying attention to how the game itself pays attention. When you receive a set of numbered rods, you remember a sequence of numbers on a scroll you got earlier, and the whole puzzle happens very naturally, even though from a distance the puzzle seems a little scattered and vague: you’ve learned to recognize this as obvious, which is a great player arc. This arc weaves neatly back into the game’s general preference for overthinking incidental details, as to find the device you just unlocked, you have to go to a place that, when you first visited it at the beginning of the game, seemed strangely empty: “This is Uncle Mortimer’s sitting room where you remember him relaxing after a day’s experimentation in his private room next door, retained for that very purpose. Surprisingly, it appears now quite devoid of any furniture or decoration. The only obvious exit is to the west.” Now, of course, you have discovered enough to reveal what was hidden there all along.

The same care of progression keeps the increasingly gnarled playspace from choking the bloodflow. Rather than pinball you through mutually dependent puzzles, the game has a relatively directed course. In one layered puzzle element, you use an iron key to unlock a drawer that reveals how to get to the Florentine section, in which scenario you need to use a brass key, so you can use a transmuter you found earlier to make the iron key into a brass key. Later, you turn this brass key into a bronze key, then, for the punchline, cycle it back to an iron key. This clever puzzle hierarchy allows items to be multiuse, so that each tool feels alive with continuous possibilities, without the Zarfian cruelty loop of endless reloading, a design which captures a lot of the romantic puzzley elements of old school intricate multitracking, where you have to reimagine possible compounding routes against overlapping use cases, but without invoking the timesucking abyss of exponential misdirections. While it was fun having only one key which is changed to open new locks, it would have been interesting if other items presented similarly dynamic usabilities; unfortunately, the rest of the items are pretty static, either with an eventually clear purpose or as a simple red herring. Nevertheless, Uncle Mortimer’s Secret does a good job of capturing the old school spirit while using the wisdom of the intervening decades to iterate the design towards a healthier playfeel.

Despite the careful handiwork, the game functions pretty mechanically, with the set dressing peeling under even the slightest glance, much less the environmental obsession it invites. The time travel element, far from dazzling the puzzle jamboree into a series of evocative playspaces, is rusted girder drab. Finding Francis Drake on the dramatic eve of an epochal event, he immediately shuffles us off onto an implausibly mundane fetch quest: “Drake replies, “Yes, these ships you see are of the Spanish Armada which is hoping to invade England. Have no fear, however, as they are far too great in size and will be easily outmanoeuvred by our smaller and swifter vessels without doubt. I wish to finish my game of bowls first, but unfortunately appear to have lost my favourite bowl. After that I will be able to defeat the Spanish fleet.” He pauses then says, “Mortimer was a great help to me. I make the request to you to find my bowl in order that I can get on with my game. If you help me I will assist you thereafter.”” Despite tagging together a rich set of historical characters, mostly the game nods you on with a flippancy that tears at the already threadbare immersion: “As you stand surveying your surroundings, a man walks past and you ask him if he can tell you the reason for the crowd’s distress. He’s obviously very upset himself and relies, “Hello, I’m Abraham Zapruder and the president’s just been shot. I was filming the motorcade at the time, and it’s all in my camera. I just hope it will help the people who will investigate this.” So saying, he turns and walks back the way he came.” The attempts to render concrete the abstract puzzling sequences are often just worse than if we remained lost in the drafty halls of IF’s vaguest catchall fantasies.

Still, the game does manage to lavish some liveliness to charm you along. A particularly exuberant passage flirts poetic: “This is the laboratory in which Uncle Mortimer would carry out many of his experiments. You remember watching him as he would pore over his equipment, clouds of steam and multicolored smoke intermittently billowing all around him and at times all but blocking him completely from view, giving him the appearance of a dancing spectre.” While most of the historical figures are pretty bland, you can coax resonant guilt out of Francis Crick: “We both feel a little guilty about Rosalind Franklin. We did use her experimental results in X-ray crystallography on DNA without her actual permission, and it’s possible we will receive a Nobel Prize as a result. It is also possible that she will not.” And, in a surprisingly sweet, human touch, the password to a computer is named after the game you used to play with your uncle in the garden, showing he has cherished those memories mutually.

These vitality sparks within scattershot logic tinkering are indicative of the game’s general unevenness. The initial historic scenario you enter, Leonardo da Vinci’s studio, is more involved than many others, some of which, like Whitechapel and the Hindenburg, are noticeably barren. And while the game does work up some context about your uncle’s time traveling, including an intriguing plot point of his being imprisoned by mysterious entities, it also bumbles over some headscratchers that could use some additional context, like Mortimer's interactions with Oswald and Jack the Ripper. Like I get the sense that, okay, late Victorian Whitechapel probably just popped up when brainstorming interesting historical destinations, but then the destination isn’t really more than sketched in, and the bit of plot that happens there just points elsewhere, so the unsettling whiplash of this segment again emphasizes the echoing huh?

But if you keep in the spirit of the game and shrug all of this aside, it remains a chipper puzzlefest with loads of cute details, like when knocking on a door plays a soundeffect and the “Knock, knock…” ellipse extends to represent your wait for a response. The game expends effort to keep the player experience fluid, for instance by avoiding annoying backtracking through multiple time periods, and the inevitable “return to the present” mezzanine puzzles are usually well signposted, preventing the tedious lawnmowering such segments usually present. Good quality of life features, like a hint system and a large inventory space, maximize momentum.

Gliding along, you can pursue the sparkling intricacies through the game’s glib affability to enjoy away your evenings with a wry sense of predicament inherited from your uncle: “I have been confined in a sort of ethereal prison and my release will be in one thousand years. Alternatively if one of my own kind can solve the mysteries contained in my house, I will be released at once. I entreat you, dear nephew, to make this effort on my behalf as a thousand years is a long time and I have much I wish to do.” Well then, don’t dawdle, your uncle is doing enough of that, get solving!

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Alchemist's Gold, by Garry Francis

4 of 4 people found the following review helpful:
ParserComp 2022: Alchemist's Gold, August 4, 2022
by kaemi
Related reviews: ParserComp 2022

When Graham Nelson declared that interactive fiction was “a narrative at war with a crossword”, a group of old school enthusiasts scratched their heads and said, “what do you mean a text adventure isn’t a crossword?” Many who had joyfully puzzled out the rich proliferation of text adventures that, emerging from 70s mainframe mindbenders like Acheton and Warp, persisted onto microcomputers through Adventure International, then developed into a diverse set of professional and amateur offerings via DIY systems like The Quill or PAWs, had grown deeply attached to their puzzleboxes, a connected set of (supposedly) logic problems that could be slowly reduced over days, weeks, months, until an elegantly optimal solution cohered, synthesizing every clue into a satisfying series of interlocking gears finally turning in unison. Each playspace, lightly themed for variety, invited exploration, tinkering, considering, teasing you along its mysteries to reveal treasure after treasure, looping you back through to catch those last little points you missed…

Garry Francis has been keeping that spirit alive with an indefatigable stream of puzzlers perfect to enjoy alongside your morning coffee. Today’s theme: “there’s a rumour that an alchemist in the forest has figured out how to do the impossible and has been building up quite a stash of the shiny yellow metal.” Those of you who have just donned your Hadean Lands hats will need to doff them, as Alchemist’s Gold is an easy, straightforward affair that propels you through a tight sequence of problems with solutions zuhanden. Find an axe, cut a tree. Someone will trade you a map for a squirrel, so you get an acorn, give it to a squirrel, catch it, give it to the shepherd. The workmanlike simplicity comes with no nonsense pride that raises its eyebrows at any player whose hands seem suspiciously uncalloused, as when trying to “roll branch” receives a curt admonishment: “I think you wanted to say “roll broken branch over”. Please try again.” Visiting in from the city, are you? Well.

Still, the game runs swiftly enough with a friendly efficiency that, like its bottle of acid, dissolves obstacles to preserve your momentum. A maze, which can often prove a bit of obtuse tedium, is here rendered as an ASCII map that routes you right through it with jaunty tracery. A final puzzle, dodging the alchemist, is easier to overcome than it first appears to be, and is delivered with giggly aplomb: “Well, it could have been worse. He could have turned you into a toad. You try to explain your actions to the alchemist. “Ribbet.”” Every puzzle is pretty selfcontained, with just enough red herrings scattered throughout to prevent the A->B problem mapping from feeling too artificial.

Alchemist’s Gold, like Monday’s crossword, gets you back into the swing of things without breaking too much of a sweat. Still, veteran puzzlers will be tapping their fingers, waiting for Garry’s weekend mindwarper.

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Of Their Shadows Deep, by Amanda Walker

3 of 3 people found the following review helpful:
ParserComp 2022: Of Their Shadows Deep, August 4, 2022
by kaemi
Related reviews: ParserComp 2022

So fragile our lives we fear both sides of the phrase: lives, what makes them ours. Inexorably receding from this ineffable vibrancy contingency lilypadding these cascade whorls haunts us with all the beauties we will sink beneath the see, because not only will it all go on without us, but also, sometimes, so do we, must we inevitably, so composed are we of irreplaceable combinations shared mutually across memories, fracturing in silences we cannot resing. Thence the energy quivering the need to maintain our shared particulars, communicative particulates of the streaming coherence, without which echoes bleed to drones: “When did the loss begin? “Iridescent” was the first lost word, but it was so light, so transparent, that its loss went unnoticed. Then “eviscerate” was torn away from her mind, leaving a pinprick hole, yet it happened secretly, quietly. The vast store of words pushed at the ragged edges of the hole and widened it, and the trickle of lost words became a flow: serendipity, ephemeral, labyrinth, tranquility.” Placing your hand into the stream, trying to catch every concept, dam up and derive, hold the lifegiving babbling “always rushing from her eyes, through the woods, spilling into the creek, so much departure.” If you no longer recognize this place we shared, then how should I? Estranger in an estranged land, sifting through the senses for the assemblance.

The impetus to reclaim, reassert shape from the “shards and fragments” animates a prose which helixes concrete denotations into an emotively synesthetic paresthesia radiating occlusions: “Birds call. They flash bright against the naked branches: cardinal screams red; goldfinch blazes sun.” The lushness of the descriptions flicker with their spilling from delimits, a dizzying motion that slips through the lines you have palmed: “A spill of icemelt trickles over the ledge of rock into a small pool which flows into a stream that runs, runs, runs down and away from the gray rock, the velvet moss. This rock wall weeps water all year, a rivulet that never stops talking as it splashes over the moss, the rough stone, always leaving, seeking the creek below.” You cannot hold fast the flux, thence the bittersweet beauty of attachment: the dignity of failing for just long enough to fulfil a life, make it ours. Fear of the “tiered waterfall that sings in its own language” compels the pursuit of names, certainties by which we can construct the conversations that cohere whom we cherish.

So goes our protagonist wrestling with riddles to wreathe them with recognition. From each spilling sense, you can wrest back concrete poetry, the shapes the words signify. Dozens of scraps of paper whose resemblances can reassemble the meaning: “The piece of paper shimmers and swells, its words moving. They rearrange and leap from your hands in a swift, muscular movement, forming a cat. It sits with its back to you, tail flicking.” The world keeps weaving in and out, abstractions which have now the same strength as the tangible, an interplay that is inherently unstable: “You raise the axe, its sharp words gleaming, and smash it into the white door, splintering it. The pieces of the door disintegrate, the words that held it together fading, falling apart, disappearing.”

The desire to loop back together these disparate elements before their too lateness overtakes their valences leads us to collect all our little longings, isolated significations we must recombine to bring heart back to where the home is. By collecting these fragments to reconstruct the necklace which totems our bond, this final puzzle advances a magnitude, requiring us not solely to solve a riddle by shaping the words but also to assemble the words together, guess what now visibly possibility they imply, what connections we can thread through them, those whom we stored in this shape forever, or whatever forever must mean for us: “Your mother, old and gray and full of sleep and nodding by the fire, deep shadows in her eyes. She’s holding a book she can no longer read.” Maybe you can compile all the yesterdays into enough, but it always seems one day away. If we could only hold still the shapes long enough for recognition to spark the embers to warm one more night! “She sees the necklace you wear and her eyes light up, recognizing her lost words. She puts her hand over the heart on your chest and pushes, and you gasp as its edges cut into you, as the heart burns into you. The words are yours because she gave them to you, taught you to love them. You will always carry them in your hopeful, fragile heart; but they are lost to her forever. / You kneel in front of her and put your head in her lap as you used to when you were a child, when the loss was too big to comprehend. / She bends over and strokes your hair and you see a single word, the last of a once-great library, flickering behind her eyes. You hear it fluttering, frightened and alone in the empty rooms, avoiding the blaze consuming the bookshelves. And she lets it go, breathing it out softly against your face where it blows apart and lands like glitter, like snow, like tears against your cheeks: / love.” A word which endures in all of us that you have helped to build.

The delicate melancholy, the clever cohesiveness of every element, the layered conceptual complexity, the munificent playfulness that lightens the austere lodestar to polychromatism, the curlicue vividness of the language, the pitch perfect precision of the ludic elaboration, the exuberant bittersweetness, the gregarious elegance, the baroquely intricate intonation of intent that dapples so much warmth within so much snow, should all come as no surprise in a work signed Amanda Walker, whose palpitationally evocative works have garnered so much praise in so short a time: fourth place in IFComp 2021, second place in Text Adventure Literacy Jam 2022, Best in Show in Spring Thing 2022, and, one has an inkling, perhaps a strong showing in ParserComp 2022. Rarely does the parser feel so fleet that it filigrees invisibly into the poetry, but Of Their Shadows Deep parallels our pursuit, pearling its symbols preciously.

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The Muse, by Xavier Carrascosa

6 of 6 people found the following review helpful:
ParserComp 2022: The Muse, August 4, 2022
by kaemi
Related reviews: ParserComp 2022

There’s an annoying pseudoclever trend in big budget games where, struggling to be both cleverly poignant as an artistic work and unintrusively fun as a consumer product, they attempt to offload the burden of interrogating received play tropes by shunting the agency out to the player, conflating their control with the diegetic control of their character, resulting sometimes in tepid gotchas, a la Far Cry 3, or extraordinary dissonance, a la The Last of Us 2, often both. Like cigarette companies, these games shrug and say, well, if there are problems, you shouldn’t have kept playing. Games which scold you for engaging with the systems their teams meticulously crafted over years of intent.

The Muse presents itself initially as being about a writer struggling to create, where you are “Seated on some hidden foothold in an infinite darkness,” forced to fix your gaze “on the book of eternal pages that you write with the help of your muse, faithful companion in your grief and sorrow.” Attempts to write in your book spools you through scenes that present some initial condition, like a beautiful sunset in an open field, but which quickly resolve and recede: “You lie back and close your eyes, sinking back into the overpowering darkness that envelops you whenever your muse is with you.” Each place vanishes at the touch, returning you to the obscure inner abstraction of the muse’s endless impetus.

It is here that the ominous clouds signal the turbulent malevolence of the muse, unsettlingly illustrated in grainy drawings that demonize through ethereal white pulses which threaten to brighten to scars. The muse keeps forcing you into new manifestations, which become increasingly troubling: you find yourself “on the battlefield, fierce warriors surround you, armed with swords and weapons of death. Before you stands a dying soldier begging to save his miserable life.” The solution to which the muse urges you is to “kill him with his own sword”, despite his dying cries. The bated violence frills out “the logical achievement of your new inspiration”, leaving you once again abandoned “with a new blank page.”

Canny readers may, by this point, clue into the pattern of these vignettes: we are enacting the seven deadly sins. The gotcha appears: by playing the game and advancing through the scenes, we are becoming stuck into the guilt cycle. In the seventh and final sin, envy, we kill a shepherd, which finally unveils the full context: “The voice from heaven shouts: "What have you done? Your brother’s blood is crying out to me from the earth. That is why the earth that has opened its jaws to receive your brother’s blood from your hands curses you. / A black rain of ash and red of blood gushes from the sky, dragging you into the black abyss. You fall and fall for centuries, plunging into absolute darkness… a darkness only bearable by the beautiful smile of your muse, who gathers you in her arms and takes you back to the book, which awaits your writing. / “Everything ends. Everything begins.”” You are Cain, wandering the Earth cursed, and you must break the cycle of sin by praying for forgiveness: “Again the same voice, now, echoes in your head: “Now you have asked for forgiveness, you can rest in peace, after so many years, after so many sins. Your punishment comes to an end, walk free at last, my son.”” As a high concept puzzle, this is mildly clever, but it relies on a tedious gotcha, where, in order to progress, you have to follow the linear path prescribed, only to then recursively instantiate your punishment, leaving you to restart with the last minute twist of recognizing what you should have done all along.

Progression through the game locks you into doing evil acts, which you are then immediately punished for, as actually you should have stopped playing by using the escape command that builds on context you don’t have until the cycle is finished. Where this becomes extremely frustrating is in its fourth vignette, for lust, in which, to progress, you are supposed to, well, you can infer. Look, I’ve read a lot of books where a lot of bad things happen, sometimes in excruciating detail. I have a certain tolerance for engaging artistically with the unwavering horror of humanity’s infinite capacity for atrocity. I don’t believe it is necessarily useful to impose certain parameters of comfort on yadda yadda yadda. But this just feels crude in a way that is not artistically intriguing. Sure, some of this might be that the selfcontainment of traditional fiction allows for one to undergo a lot of intense transgressions within a specified scope, in which you, immersed, witness, but the roiling internality remains its own engine, sufficient and eternal without you. By demanding your input to bend into the agency necessary for movement, the player dynamic renders the action obtuse, stabbing out at you bluntly, hurting you for turning the wheel that makes the machine function. One so inclined could argue that this heightened level of grossness you feel playing this game as opposed to reading a correlate work is a power generated by the innate conditions of games as a medium, where your “agency” becomes entangled to render the underlying import more tangibly powerful. I don’t really agree; I think it rather emphasizes the mechanical clunkiness of the artistic enaction, a certain evasiveness that utilizes entanglement as an ersatz for a more compellingly considered engagement.

Because, rather than make me feel sinfully identified with Cain, the effect was to render more visceral the game’s flaws. Like, this is a game where the “sin” of sloth is falling asleep in a pleasant field! Why does lust have to be acted at so much starker a level? This is a game whose vignettes are designed as quanta capable of evoking the central prescription: you are in a field, there is a sword, you need to use the sword to kill someone; voila, wrath. Okay, yes, I suppose wrath involves violence. We’re on the same page, muse. You could have just said “wrath”, and I would have learned as much as the vignette affords. So the absolute gall of a game at this level of specification that imagines it is somehow accomplishing anything at all by requiring rape to progress. Sure, murder might have bothered you equivalently, sure, if you were clever enough you could have clued into the escape mechanism earlier, sure, it’s technically you entering the commands, there’s so many ways to turn the blame outwards, but is that dispersion sufficiently compelling to recontextualize the blase brutality into some kind of inverse sophistication?

Not only do I not find this blameshifting interesting, but I also don’t think it actually exculpates itself, given that these issues are built deep into the game’s core, as it recycles tedious tropes of externalizing one’s immorality onto a seductive feminine. You see, your sin is actually the control your muse has over you! It is the muse who compels your evil acts, and the goal of the game is to wriggle out of her influence: “Your once heavenly spirit escapes from within the walls of punishment, leaving behind the beautiful and wicked Lilith, your muse, whose tears for your absence splash on your face, as you fade into the ether never to see her again.” The commonplace of beauty and wickedness connected is the projective misogyny whereby the sickly obsession of the male gaze is internalized in a feminine object which retains the evil in itself, as per the game’s epigraph by Roberto Menendez: “Damn you slippery muse, / you give me your caresses and your kiss / and I join the words together like a possessed, / sinking in your quicksand. / You leave, turning me into ash / and I feel a thick ribbon around my neck / that chokes me with longing for your return, / growing this almost sickly obsession.” The muse’s womanness is coextensive with her evil: “As beautiful as it is obscure, she emanates a reddish evil light that envelops your being and your book, impregnating the pages with blood.” The narrator’s sinful cycling is the result of the fact that “you are by her side and you still love her” even though she is “really your jailer”. Original sin, of course, emerging from Eve, the moral throughline can be extrapolated easily. Given the content the game insists on having, this victim-blaming framework threatens a lot of particularly unpleasant themes.

The gotcha at the core of the game is attempting to get a loan from the player so that it can check subject matter that its craftedness can’t cash. I don’t mean to be mean, but this is a game that requires rape to progress. So yeah, I’m going to hold it to an exacting standard, and it doesn’t pass. I just feel gross and unhappy in a way that doesn’t feel interesting.

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The Hole Man, by E.Z. Poschman

3 of 3 people found the following review helpful:
Spring Thing 2022: The Hole Man, May 14, 2022

The Hole Man is a game of identity theft, as in, “Some thief stole you, from top to bottom, and didn’t leave anything behind. There’s nothing left but a hole in space, where you are supposed to be.” The physicality of the wordplay is indicative of much of what follows, a metaphoric journey of self-discovery that delights in a quirky humor, where a fiddler crab is, well, literally a fiddler, and everything’s a little silly: “This is the bookstore. / Waiting behind the counter is a firefly. / (This is a bit of a surprise, since most people aren't animals in your experience, but there isn't really a way to bring it up that doesn't seem rude to someone who's just doing their job.)”

Like many works that cut a wide swathe through received tropes and which delight in a light-hearted silliness, The Hole Man flirts with camp: “The ominous stone castle in the mountains towers before you, its battlements and towers seeming to be ringed by the black stormclouds overhanging the whole area. / The whole entryway of this castle is shaped like a jawless human skull. Strangely, the front teeth are not the eaves, but the front step: you enter through the nasal cavity. You hope the castle doesn't sneeze on your way in.” This hard commitment to tropes renders the writing cartoony, but it sidles out of campiness with its self-undermining glee, ending up instead at a middle grade zaniness: “What's really weird is that all the furniture is zipped up in plastic vinyl coating. Who lived here before? Grandma? / There is in fact a sort of spooky-looking belfry filled with bats on the property, but that's not scary! Bats are very helpful pollinators and also eat mosquitoes. Having bats on your property is nothing to be ashamed of! / The single scariest thing about this house? No wifi.”

The prose is expeditious, zooming you through candyfloss pastels to focus on action, incident, whirlwinds of content: “At the end of this maze of machinery, mounted in the largest and most intimidating metal cabinet yet, haloed by yellow caution stripes and bearing warnings in every language except the one you speak, you find a single lighted red button, pulsing gently. / Can you resist temptation? Do you have the inner fortitude, the willpower, not to extend one finger and press such a tempting, inviting red button? Can you hold out any longer?” What keeps these scenes from motion blurring into nonsequitor are syncopated detail glistens which keeps the reader tunneled into where they’re being hurtled: “Near the center of the room, a smaller cabinet is hosting some very small and delicate work: the construction of two human hands. This is done with what looks like a grid of clicking knitting needles, each taking threads of flesh and nerve and quilting them together with all the others, layer after layer, until the two hands begin to curl their fingers.” However, this focus on detail can sometimes jar with the wordplay silliness, resulting in several times the joke is explained to you, then explained to you again just to be sure: “You have discovered The Made Man. Or, perhaps more accurately, you made him. / Of all the strange people you’ve met so far, the Made Man has given you the best idea of his appearance, because you’ve literally just seem him constructed, seemingly from raw materials.”

Here we touch on the conceit of the game, which is that you wander the world trying to get yourself into situations where you can locate personifications of some concept, who explain themselves to you, and then you can decide to become that person. This would normally result in a glorified personality test, except there’s a Gotta Catch ‘Em All design, as you’re meant to repeat the scavenger hunt until you find all of the personifications and unlock a special final ending. In this collection paradigm, each new man becomes more like a lesson our protagonist learns, a maximalist iteration meant to be negated and collated into a more fulfilling whole. Here, for instance, is the lesson the Darin’ Man teaches us: “"I study life up here," the Darin’ Man starts. "But the thing about life on Earth, is that it comes FROM Earth. There’s no life that comes directly from the air or space. Everything up here came from down there." He gives an emphatic point downward. "And, unfortunately, everything goes back too." / "The ground is rising up to meet all of us. Some of us will meet it in the form of, say, a heart attack, or cancer, or a traffic accident; others might have something more unique, like a practical joke gone tragically wrong, or falling out of an airplane." He chuckles. "Almost makes you feel privileged to have such a rare opportunity, doesn’t it?" / The expression on your face seems to suggest to him that you don’t agree. / "Regardless of your situation, Earth wants you back, and it’s going to get you," he says simply. "We are in the rare position of seeing it coming. Threats are an unavoidable part of life, but most of the truly existential threats to life move so slowly we never see them as a threat at all." / "What about you?" / "Same as anybody: I’m too busy living to think about dying," the Darin’ Man chuckles. "There’s so much to discover up here, you know? And even the things that have already been discovered, we can still learn so much from."” From the Darin’ Man we gain a bit of perspective that helps us to appreciate life’s brief blessing with a hypercurious verve powerful enough to overcome the ennui and angst.

Not all of the lessons we collect are quite so blatantly didactic though. Many are more openly conceptual, as the Drake Man’s paeon to fantasy as a vital element that can still empower our disillusioned scientific age, for instance through the musical magic of theory-ludic jazz: “"You’ve probably heard the phrase, A sufficiently advanced technology is indistinguishable from magic? That’s Arthur C. Clarke’s third law," He chuckles. "There’s a corollary to that, though: a sufficiently transparent engine of magic would be indistinguishable from science." / He reaches over to his boom box and turns on some light jazz. "Electricity was once the tool of gods alone. Even those who called themselves witches and wizards feared it… but we studied it, mastered it, and now it comes in a battery you can buy at the dollar store." / The Drake Man smiles as he watches the giraffe, whose head is bobbing as it unconsciously grooves to the music. "If magic were something that could be tested, reproduced, and marketed, it would be science! Your cell phone would have magic wand functions built right in, your car would have collision-avoidance spells and they wouldn’t even cost extra!" / He jumps to his feet, crossing the room to open the door for the giraffe, who gratefully runs out to frisk in the pink morning daylight. "And of course the opposite is true of science. Magic does have rules, in a way… but they’re literary conceits. No angel investor would touch your invention if, like magic, it was subject to things like dramatic irony, deus ex machina, and the rule of three!"” Yes, oh, I forgot to address the giraffe in the room. That’s just kind of what this game is like.

The scavenger hunt element makes the game engaging, because each man exists in a little rabbit hole down from the central “overworld”, as it were, so you’re constantly exploring the overworld looking for routes into something weird, which is fun. There are multiple routes to some of these rabbit holes, which makes the world feel more porous and interconnected. However, I think you actually have to say No to each man before it counts them, even though it gives you a screen marking your collection only when you say Yes? The collection mechanic is confusing, and means that, to truly appreciate the game, you have to go through the world collecting all of them twice.

Once you do manage to collect them all, you go through a secret elevator, and as you descend you have an internal debate about your identity using all of the lessons you have learned from the various men, coming to the conclusion: “But being yourself is the right thing to do, whether or not you succeed. It’s worth fighting for. It always was.” Having achieved this realization, you confront the thief who stole your body. You take it back, forgiving him in the process, then reappear in the courthouse, with everything wrapped up with the feel good bow of “You wouldn't ever want to be anyone else but you.” If you like your introspection with a dash of speculative playfulness and a little on the YA side, then The Hole Man has a wild ride for you.

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