This was an interesting piece of interactive fiction. The writing on the prose level is excellent, and despite the topic, I was really engrossed playing it (the music and graphics are excellent). But I have mixed feelings about some of the ideas presented here.
So, this is a story about a loosely fictionalized version of the 2016 US presidential election. The protagonist is Abigail Thoreau, a mixed race lesbian who, for whatever reason, decides to work as a campaign staffer for the analogue of the former US president, here named Truman Glass.
American Election is a story about the narratives we create for ourselves, and the narratives others create for us. The key to the game is the reflective choice: what do you believe, why are you doing this. Because your actual choices have already been decided; Abi is already doing what she’s going to do. But why does she support Glass? Is it about 9/11? Is it about her breakup with her girlfriend, or her falling-out with her father? Is it out of actual ideological support or just to become someone who matters? All of this is about constructing a narrative around Abi's personal history, creating a sense of who she is as a person. Ultimately, it doesn’t matter; they’re all self-serving justifications. The narrative Abi creates for herself is implicitly compared with the narrative Glass creates for the American people, and the one he has created privately for himself. All of these stories are self-serving; all contain lies to some extent.
One of the most important scenes to me is when (Spoiler - click to show)Abi visits her deceased father’s house with Glass. Glass is spinning a tale about her father, about how he was a patriotic left-behind American who waves the confederate flag, and then Abi has a choice to just walk away. Abi knew her father as an abusive man, who hated what she became; they ended up cutting each other off. I'm not sure if this is an actual choice or a false choice, or what would have happened if she stayed by his side. But leaving felt like the most narratively coherent thing to do, given the reflective choices I made up to that point.
I feel like the game falls prey to the mythologies surrounding the former president. Glass is a much better, much more polished speaker, and is much more actively ideological. The game psychologizes Glass’s support base too much, falling prey to the conventional wisdom surrounding his seeming success (and of course neglects the role of turnout and voter suppression). It gives too much power to Glass's narrative, and not enough to the complicated mix of factors that lead to any real-life political victory by any party (there was this one xkcd that said that sports reporting is about building narratives from a pseudorandom number generator; the same can be said of politics). In this, the game perpetuates what it seemingly criticizes. But this game is not about data or demographics. It's about stories. It's a mythology, not a history.
There is at least one British-ism I noticed: “hired a boat”, when it probably should be “rented a boat”.
Heart of the Forest (or HotF for short) is one of a recent series of works set in the World of Darkness tabletop universe, along with two Vampire: the Masquerade visual novels (Coteries/Shadows of New York), VtM - Night Road from Choice of Games, and some other games I haven't played probably. Those games were about vampires; this game is about werewolves. The mythology and continuity are taken very seriously (I would guess; I'm not that familiar with WoD).
The most ready comparisons for this game would be the aforementioned VtM visual novels and Night Road. Like the VtM visual novels, this game really excels at atmosphere. The art, the music, the sounds, and the writing all cohere to create a deeply creepy atmosphere. It works extremely well at transporting the player to the forests of the werewolves, at instilling the game's desired emotions into players' minds. As a game written in Ink, it is more interactive than the visual novels, but somewhat less so than Night Road. There is a simplified version of the Werewolf: the Apocalypse character sheet (as opposed to the full character sheet in Night Road and none in the VNs), with delayed branching based on stat checks.
The game is a little short for a commercial game (much shorter than Night Road and slightly shorter than the VtM visual novels), and you don't really spend a lot of time being a werewolf; it's only in the last third that you transform. The politics of environmentalism and family history are the primary themes of the pre-werewolf story. And that story is really good! It has interesting characters, complex political conflicts, and an engrossing, potentially supernatural mystery that all fall by the wayside when the werewolves show up. In fact, I would almost have preferred a whole game in that vein. Discovering that you're "just" a werewolf destroys some of the mystical aspects of the story; it slots you into a rigid classification system with highly specified rules and logic (thanks to the TTRPG). I feel like the authors just wanted to write a story about the Puszcza Białowieska, and had to add werewolves to satisfy their investors.
But the werewolf story is pretty good too. I didn't know much about the WtA universe before, and I feel like I do now. The most interesting parts to me were when you first transform, and go into a frenzy without knowing what's going on. And then you're introduced to the werewolf classes and subclasses and factions and have to take a test to pick a class. And then that's it; you get an epilogue after picking a faction. I kind of wish there was more, but I don't know how it would continue.