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Review

A copse of corpses, October 24, 2025
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2025

Every once in a while I’ll wander into a conversation about what exactly “literary” fiction is – there are typically scare quotes – and what distinguishes it from genre fiction, and they’re pretty much always frustrating. There are typically aggrieved feelings lurking below the surface for one thing, with proponents of genre fiction feeling like this whole thing is just an arbitrary label cooked up to imply some kinds of books have less value than others, while lit-fic heads find it annoying that their preferred reading material is catching so many strays when for all its relative prestige it’s fairly small and resolutely un-profitable compared to the genre juggernauts. Adding to the feeling that people are mostly talking past each other, “literary” (those aren’t scare quotes this time, I’m just talking about the word) isn’t a very helpful adjective. It’s either too broad – like, anything written down is technically literary – or too narrow – like, it has to be about WASPs cheating on their wives, or maaaaybe people who live in Brooklyn. And attempts to nail it down can wind up being implicitly insulting to other kinds of writing, feeding the already-mentioned bad feelings: literary fiction is fiction where the prose is good, say, or that it’s about important issues and themes. So one of the most interesting things about Grove of Bones, to me, is the way that it takes a premise that could have potentially gone either way, and commits to the genre side of things – it provides a worked example of the difference in a way I found genuinely helpful, and offers a solid adventure story to boot.

That premise is sketched out in the story recited by firelight in the game’s opening sequence. Generations ago, a village was on the brink of starvation when a demonic Johnny-Appleseed figure offered them a terrible bargain: in exchange for a copse of ever-fruiting trees, the villagers would occasionally have to sacrifice one of their own to feed the roots. They’re dragooned into saying yes; over the years they’ve tried different approaches, like ensuring criminals get offered up first, or even trying to avoid paying the price, though in that case the trees take someone at random. The last time that happened, the victim was the protagonist’s spouse – and now, the trees are hungry again, and everyone in the village wants to make sure it’s somebody else’s turn on the chopping block…

There’s a lot you can do with this setup. Focus in on the mob mentality and social dynamics, and you have The Lottery; go abstract, and ensure the victim is an innocent, and you have the political fable of The Ones Who Walk Away From Omelas. Or instead of playing with big ideas, you could zoom in: inevitably, the finger points to the protagonist’s child, providing an opportunity to explore the despairing psychology of a widowed parent faced with the final dissolution of their family. But all those would be literary approaches, and Grove of Bones is a piece of genre fiction. So while all these elements are present to a certain degree, they’re not what’s centered: we’re locked to the protagonist’s viewpoint, sure, but the emphasis is on their actions and the next twist of the plot, the next fiendish obstacle they’ll need to struggle to overcome.

That’s totally fine! If the game doesn’t slow down to linger on the political, social, or emotional implications that it raises, that helps it maintain a gripping pace. And despite being written in ChoiceScript, Grove of Bones has low-key character customization (you just pick the gender for the main character and their spouse) and no stats, just a tiny bit of state-tracking, which means it gets to the action quickly and decisions don’t get mediated through min-maxing considerations. Meanwhile, the prose is largely functional and could be cleaner, with a few typos and tense issues, and the occasional piece of awkward phrasing. But one reason literary fiction makes no money is that that level of elegance and polish takes a long time and a lot of rewriting to achieve; meanwhile, Grove of Bones is perfectly capable of throwing out some enjoyably lurid writing despite these niggles:

"Several brawny villagers headed by Larc block any hope of retreat from behind. You’re starting to agree with Morbul, there is something wrong with that man. His face holds the expression of one far too eager to deliver another sacrifice to the grove as he bites into one of the crimson fruits, juice dripping down his chin as his eyes glint with fervour in the firelight."

And for all this focus on action, the climax delivers. You’ve got a manageable but reasonably wide range of potential action available to you as you try to save your kid, and every one of the endings feels like a satisfying resolution to what’s come before. The author’s also kind enough to provide a rewind feature allowing you to try out alternate paths without having to replay the buildup to the confrontation. It makes for an exciting and engaging finale, and the game’s also careful to ensure that you always have some victory to hang onto even in the most bittersweet of the endings (since I’m a parent, I was happy to note there doesn’t appear to be any branch where your child dies). Does this mean Grove of Bones fails to fully explore some of the richer questions it raises in a way that a more literary take on this material would have? Sure, but authorship is about making choices, and the game’s choice of where to focus pays off.

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