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And what a lovely place.
CAPTURE SUNBEAMS. KILL SPARROWS. BURY THE MOON.
You are the king of Xanadu. The role comes with certain responsibilities. It is your prerogative and duty to manage the palace estate, ensure the respectability of the legion, and, above all, bless the yearly harvest. It is said that the kings of Xanadu go on to rule in heaven after their death. After your rule is over, how will it be remembered?
You can play this game either by downloading and unzipping the file, or online through this link. The password is 'XANADU'.
Content warning: Contains depictions of hunger, despotism, and mass human suffering.
43rd Place - 30th Annual Interactive Fiction Competition (2024)
| Average Rating: based on 17 ratings Number of Reviews Written by IFDB Members: 5 |
This is a short, surreal fantasy piece that I really enjoyed after playing through it twice. I won't go into too much detail on the actual content as it's much better to be surprised, but I was struck by the tense and haunting prose, which is crafted really well at the level of the sentence and contributes to an unforgettable atmosphere. Some of the imagery- the black stalks, the sunbeams, the clockwork- really stuck with me in a way that keeps me wondering about this story hours after I 'completed' the game. I would definitely play any other game by MACHINES UNDERNEATH (although I don't think they've published any others) and if I found out that they had written a novel, I would buy it on the spot!
I did notice a handful of spelling and capitalization errors, which was a shame because the rest of the game was so well polished. I always feel that in very short games where each individual word carries so much weight, it's important to craft each of those words carefully. Even so, I think MACHINES UNDERNEATH did a really great job on this game and I'm going to be thinking about it for a while!
I felt kind of detached from this game, but it’s decent.
It’s a bit of a Rorscach test. Throughout the game, you’re given a range of choices which seem to range from most active to least active.
The situation is clearly pretty bad early on. But acting passively and risking neglect is conceivably as good a response as a heavy-handed solution that makes things worse, so all of the options are viable at face value.
This made reading other people’s reviews pretty interesting. The apparent differences in reviewers’ preferred choices intrigued me and convinced me to play.
Unfortunately, I don’t think the choices are that interesting on their own right. First of all, the ruler in the game is portrayed as excessive, but was hard to feel that anything he did was particularly shocking. I thought the weird stuff might be par for the course, since the game seems to have a historical setting (or possibly a fantasy-historical setting).
Secondly, I got the feeling that the author was trying to draw a parallel to the modern day in some way that isn’t clear. I suppose the central famine could be highlighting concerns about an ecological disaster or a global food crisis. However, it could be a stand in for any kind of fatalism (or, derogatorily, “doomerism”). But in the end, the specific events in the game don’t seem to add up to any sort of parable.
Since the game presents extremely broad life philosophies at the end, maybe I am totally off base in trying to find social commentary. My apologies to the author in that case.
A Good Foundation
Even though I was presented with choices that didn’t intrigue me. the game did gently nudge my pessimistic tendencies, and the basic scenario was good enough to hold my attention for the 15-20 minute playtime.
I think it might difficult to make a thoroughly compelling story around this structure because the audience is waiting for a collapse that acts as a payoff, which kind of devalues the incidental events that lead up to the ending.
A counterpoint might be The Legend of Zelda: Majora’s Mask, which relies heavily on side characters and plots to tell its story of impending doom and is highly regarded. However, I haven’t played it for decades and never played it in full, so I don’t know how closely you can really compare it.
A Squiffy Game in the Wild
Finally, this is the first time I’ve come across a game made in Squiffy, or at least, the first time that I’ve consciously noticed one, which is surprising since the engine is apparently about ten years old.
I only see a few games tagged or keyworded with ‘Squiffy’ on IFDB. Can anyone tell me how common this engine is?
(Another review with unmarked spoilers here, due to the brevity of the piece and the centrality of the way the plot develops to assessing the game).
Kubla Khan is a deceptive poem; for one thing, even though I should know better, I always need to catch myself to remember that the title isn’t Xanadu. But more importantly, the mythology Coleridge built up around it – that the idea came to him in a dream, and he had a flash all at once of hundreds of lines that he raced to scrawl down, until that famous person from Porlock knocked on his door, deranging his train of thought and dooming the poem to be a fragment forevermore – is self-evidently bollocks. I don’t have any special insight here, or done any deep examination of Coleridge scholarship, but come on, just read the poem: we get like a dozen lines on Xanadu and Kubla Khan, as advertised, then an overlong digression about a fountain, then a little more about Kubla, before a swerve to first-person section where suddenly we’re talking about an “Abyssinian maid” (Abyssinia being Ethiopia, quite far from China as a polymath like Coleridge would well know), and our narrator starts talking about how if he could conjure up the image of Xanadu in a song, everybody would think he was divinely inspired, if not mad. So yeah: there’s padding, a false swerve, and then a meta turn – this isn’t interrupted genius, it’s a guy desperately trying to spin out those first awesome ten or twelve lines and not quite succeeding.
So it’s appropriate that KING OF XANADU is likewise a deceptive little thing. The title is at least a bit more on point here: you do play the eponymous monarch of the eponymous utopia (though here an empire rather than a city-palace), making judicious choices of how to order your royal gardens, arrange the imperial armies, and perform your religious responsibilities so as to best please your refined sensibilities. The language too is worthy of its inspiration – it’s very easy for attempts at this poetic kind of prose to wind up as claggy high-fantasy treacle, but the writing remains fleet as it picks out one lovely detail after another to highlight:
"The people perform the usual celebrations. Red cloth is hung from balconies. Young children paint bouys the colours of daydreams and set them out to sea. Elders with lit candles parade through the capital, singing the old songs, winding through the streets like ancient snakes. And, lastly, arithmaticians take out tablets and chalk, ready to count and divy the grain of the harvest."
The author’s not afraid to take big swings for pretty much every at-bat – here’s another early bit:
"The fields surge with life. Rivers twirl through the tumbling hills like veins in a grand muscle, unwinding into your harbours, which throng with trading fleets and grow about them the holy lichen of your vast, marble cities."
“Holy lichen” is perhaps a bit too much of a reach for my taste, but the missteps are rare, and better by far to reach for something surprising than let caution keep things boring, in this kind of story.
But this is not a fantastic story about an enlightened, Orientalist despot. No, twist the first is that no matter how you try to play him, my man is an awful ruler, like “80% as bad as Donald Trump” awful. After being presented with a new elm grove for the palace grounds, I ventured the opinion that a water feature might improve things; His Eminence took this to mean the trees should be razed and replaced with an artificially-created salt-water (!) stream. Later on, when confronted with a famine, I attempted to heed the wise counsel of one of our scholars who suggested we “watch closely the simple animals of the world and preserve the ecological balance" before making any rash moves, and of course Kubla Mao issued edicts to kill all the wildlife that might be eating the crops.
Speaking of that famine, another feint is that the game takes as much inspiration from another poem in the Romantic canon, Shelley’s Ozymandias, as it does Kubla Khan. Despite how Xanadu is built up as a perfect, powerful state, it only takes a few years of failing crops – and the king’s increasingly unhinged ukases – to bring it to its knees. The exterior catastrophe mirrors the protagonist’s mental degradation; even as food riots are flaring up outside the palace, you wind up enacting purges, engaging in the kind of mad caprices that enliven the biographies of some of your more outré Roman emperors, and coming up with big ideas that would put the Simpsons’ Mr. Burns to shame (Spoiler - click to show)( “Since the beginning of time, man has yearned to destroy the sun” I scrawled down in my notes halfway through, and giggled) – look on my works ye mighty, indeed.
I don’t want to accuse the game of striking false notes, let me be clear – it’s very obvious that these subverted expectations are part of the design, and in fact each of these strands intersect cannily to deliver the desired effect. Having a protagonist who willfully misinterprets the player’s choices can be played for comedy once or twice, but quickly becomes frustrating, for example, but since the game telegraphs that doom is the only possible outcome, it’s possible to sit back and enjoy the ride. And if either the internal spiral of the king’s faculties or the external collapse of the state’s institutions were at all realistic, it’d risk the other half of the game feeling unrealistic; instead, they slide into extreme satire in tandem.
No, for all its deceptiveness, beyond the unfortunate accumulation of typos as the game wears on the only true bit of fakery I picked up on was the ending; after seeing everything come to ruin, you’re given a chance to tack a moral onto the proceedings, choosing to reflect either on the inevitability with which hubris is punished, or the fragility of social cohesion, or the importance of staying true to one’s dreams. But come on: there are no lessons to be learnt here (besides, maybe, “don’t put assholes in charge” – good advice to anyone who can vote in the US this November), and attempts to gesture at one feel unnecessary, like Coleridge grasping for his Abyssinian maid: just stick with Xanadu, no need to go any further.
This Twine game depicts the fall of a great empire. We play as the emperor, a being with complete control over the the people. Excess and corruption are rife.
But then, a famine strikes the land, and the old way of life begins to disappear.
The writing is descriptive and evocative, and the story is good in itself and can be applied to almost anything in life where a group has grown powerful and complacent.
It reminded me of something I saw in China earlier this year. At the Summer Palace, there were some older buildings that had been destroyed, and I heard the story about how it had been burned down by Europeans. Our tour guide said that her mother used to bring her there in her youth, tell her the story of the burning, and say, 'That's why you have to study for school, that's why you have to work hard, because if China isn't strong it will be burned down again."
Obviously this game is different as there is no invading force, just nature itself, but the two tied together in my mind.
Yes, the title of my review is a reference to the Dawn Machine from Sunless Sea, but to be fair, it was hard not to, with the references to clockwork and solar present in the game.
I quite enjoyed it overall. The writing was tight and tension immediate, even before the (Spoiler - click to show)famine began--- the need for control and perfection from an absolute monarch, one who already seemed high strung when all was well. Playing this was what I imagined Caligula was like, and my heart sympathized for the poor subjects of the king of Xanadu.