As a bit of background: I discovered this game via Tabitha's "Games Seeking Reviews" poll. I'm grateful for this initiative!
"Kiss of Beth" is a short horror story in Twine. There are optional conversation nodes and at least one momentous choice. Navigation is easy, and the interface and prose work together effectively. The beginning is gently ominous, dramatizing a chat with an acquaintance who has come to take the protagonist's roommate, Beth, on a date. While I won't give anything away, I'll say that the pace at which details unfold is well-calibrated, and I was eager to discover the true nature of this encounter.
There is also an interesting meta-comment about "good" endings, which left me with a few satisfying thoughts to mull over afterward.
TL:DR:
A short, 15-minute twine experience with a nice bit of initially understated horror. More than worth the time.
+ The visual and auditory presentation is more interesting than it first appears, evoking specific vibes from classic adventure games.
+ A bite-sized snack; both endings can be explored in a short amount of time. It's like a good short story.
+ Satisfyingly unpleasant.
- No notes! This kind of short, focused Twine experience is my jam.
For lack of a better term, let us borrow one from renaissance studies: Ballyhoo is what I would call a "problem" game. At times it is darkly funny. Elsewhere, it is just dark. Glum, even. The protagonist doesn't want to help people, it seems, they want to be recognized for helping people. Some of its jokes don't land; not gracefully, anyway. The mid-late 1980s was a different, edgier time, and Ballyhoo is a product of it. The puzzles sometimes feel unmotivated or nonsensical. Often the idea seems simply for the player to mess around with everything until something good happens.
I'm not alone in saying and thinking such things. Reception of Ballyhoo has remained stably ambivalent these many years since its release in 1985. It's a lukewarm outlier in an incredibly hot streak, even by Infocom standards. Consider this chronological order of parser game releases:
- Wishbringer
- A Mind Forever Voyaging
- Spellbreaker
- Ballyhoo
- Trinity
One of these games is clearly not like the others, but does that make it bad? From a textual point of view, I would say that Ballyhoo is quite good, actually. Jeffrey O'Neill is a gifted prose stylist: wry, playful, unagressively self-referential. He understands the conventions of the form and engages with them in novel and interesting ways. This is a text that has literary ambitions, yet never taps your shoulder to see if you noticed them. A Mind Forever Voyaging and, to a greater extent Trinity, really can't help themselves in this regard, with their quotations and press releases. As clumsy as Ballyhoo can be, it often seems efortlessly (or at least casually) literary in a way that I appreciate. This is a text, firmly rooted in pulpy crime fiction, that never seems to need to announce itself.
The story, such as it is, involves a kidnapped girl, a greedy businessman, and angry clowns.
Despite some messiness, there are some fine technical and craft moments to be found. There is, perhaps, the most interesting framing for a time travel puzzle that I have ever seen. There is a wickedly funny puzzle-joke about public radio.
Importantly, Ballyhoo runs on a subjective clock. Time only advances in-game when certain actions or story beats have completed. Previous Infocom mystery games ran on an objective clock. With an objective clock, time advanced with each user action, and the world responded in kind. At this late date, the objective clock is largely absent from interactive fiction. The subjective clock, on the other hand, is a staple not only in IF but in many game genres. Whatever one makes of O'Neill as an author, this contribution has become so common that few ever recall that, like everything else, someone had to do it first.
Will you like playing Ballyhoo? Circus settings, especially ones with this level of prose quality, are incredibly rare in the commercial era. In that sense, it offers a lot in terms of novelty and variety. The writing, as I've already said, is very good, and stylistically unique among all other Infocom games. The puzzles are mixed, though some strong, innovative ones are to be found. Finally, the feelies are excellent, with more great writing by O'Neill and evocative illustrations that summon an ambiance of faded nostalgia.
Ballyhoo is not going to be the game that changes your mind about Infocom, but it is a must play for fans and parser history buffs. The Invisiclues are available, and, as always, I encourage their use should the puzzles lose their glamour.
A final note: Ballyhoo was also history-making in that it was the first Infocom game in which a protagonist could be a woman explicitly rather than implicitly. That is, players have often tried to see themselves in Infocom protagonists, but it was usually unclear what Infocom's intentions were with regard to protagonist identities. Sometimes, it was hard to tell whether a character was inclusive or merely vague. Ballyhoo gives the player a clear, unambiguous choice with regard to gender.
Sadly, O'Neill didn't do anything very interesting with the choice, but the moment remains one for the history books.
In any case, there are enough historically notable features to make Ballyhoo worth one's time, and, thanks to O'Neill's prose, there is a great deal more than that.
I suppose many people think excellence is a zero sum game. It sometimes seems that one must pick between Trinity and A Mind Forever Voyaging. They cannot both be transcendent, some must believe. Only one game can rest at the tip of Infocom's spear. It's common - expected, perhaps - to see someone enter a conversation about A Mind Forever Voyaging only to say "I like Trinity better." The opposite is true, as well. One of these games must soar at the expense of the other, these exchanges seem to prove.
Such partisans do not realize the full complexity of their situation, as there is, in fact, a third game worthy of consideration: Dave Lebling's Spellbreaker. It seems that it has escaped the notice of star-givers and list-makers for most of the past four decades, though its critical fortunes have changed over the past few years. In 2019, it made its first appearance on an Interactive Fiction Top 50 of All Time poll with a placing of 36.
Spellbreaker is the sixth and final game in Infocom's two consecutive trilogies taking place in their famed Zork setting. This world, alternately whimsical and dark, finally makes good on its many promises throughout the series. What has it been promising? Change. This concluding episode delivers in what seems a final and irrevocable way. Spellbreaker's conclusion feels rewarding and philosophically complex. It is the narrative equivalent of a shower, then dinner, after a long hike on a warm day.
As the third game in the Enchanter trilogy, Spellbreaker uses a familiar, well-loved magic system. The player casts spells to solve problems and open new areas to explore, which in turn leads to the discovery of new spells, and so forth. It is an addicting loop. For 1980s games, the Enchanter series is quite deeply and generously implemented. These are, for their days, mechanically generous games. If you haven't played any game in this series, start with the first (Enchanter).
Since this is the third and final game of a trilogy, the protagonist of Spellbreaker is a powerful Enchanter, both in political and magical terms. In fact, they are the most powerful Enchanter to ever live. As the game begins, magic across the kingdom of Quendor (is it a kingdom? There seems to be no king) is failing. Since magic is the center of life in Quendor, this is a dire threat. Food production, economy, even public safety depend upon it. When guidmasters from across the land are transformed into small amphibians by a shadowy figure, the protagonist gives chase.
This pursuit drives the Enchanter through what is arguably Infocom's most complex and varied geography yet. Somehow, miraculously, it is all part of a single, complementary pattern. This world is a marvel of design: surreal, dangerous, and fascinating. Dave Lebling's prose has the density of poetry. This is his finest writing and an underrated competitor to Trinity's excellent prose. The ending, which not only concludes a game or a trilogy but a six-game series, is impeccable: unexpected, ambiguous, thrilling. It seems impossible that anyone could stick such a landing, but Lebling makes it all seem rather effortless.
Why has its recognition been so long in coming? I think it is a harder game than many would like, but players have fortunately grown more comfortable seeking hints. It's art, not an ironman contest. Experience Spellbreaker on your own terms, but please do experience it. The writing alone is worth the trip. For those who enjoy puzzles, though, many brilliant, satisying, and, yes, difficult puzzles await. With only one exception, I found them as rewarding as they were fair. This is a game that filled its Commodore 64-compatible story format to the brim. There is no fat, and there are no misspent words.
One of the greatest works of interactive fiction ever made. I mean this sincerely.