(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
With a new Matrix sequel coming out I think reasonably soon (“linear time” is a concept that feels like it only applies to other people ever since Henry came) I’ve been reminded of why I found the previous set so utterly disappointing. Like basically every then-teenaged boy I was very excited by the first one, and I thought it ended on a really exciting note: the humans were poised to go on offense, and clearly the way they were going to do that was via mass-Satori, awakening all the people trapped in the Matrix from their illusions - and crashing the machines’ power systems in the process. But then the sequels arrived and were, uh, not that – instead of a Buddhist parable of human liberation, we were suddenly supposed to be invested in all these new AI characters and their muddy Gnostic maundering about destiny for two long movies.
This may be running a little afield when assessing You are SpamZapper 3.1 – though the turn-of-the-millennium setting means it’s tapping into at least some of the same zeitgeist – but I had a similar reaction to the game, as what initially seemed like a winsome workplace comedy turned into an overlong melodrama about immortal intelligences and their codependent relationships with their users. There’s a lot to enjoy here, and I think it’ll find an audience that enjoys the heightened emotion and big-idea twists it has to offer, but it didn’t land for me as well as it probably deserves.
Now that I’ve spoiled a bit of where the story goes, I should lay out where it starts, which is with your anthropomorphized spam-blocking software meeting a new coworker (an email plugin that dings when an arriving message hits the inbox) and logging in for a busy day’s shift zapping spam. This segment of the game makes elegant use of the sometimes-constrained nature of a choice-based game, since the only agency you have is to block or approve incoming messages one by one. As the flood of email rises, you start to get a sense of who the human user’s friends are, and also a retrospectively-idyllic look at vintage-2000 email ads.
I enjoyed this bit, but it definitely goes on for a while (I think 50-odd emails) before the main plot stats to emerge. Because this is not just a regular workday: a friend of the user’s (Laurie) is having issues with her Christian-conservative father, who’s considering taking her computer away. The stakes for this are higher than just being e-grounded, though, since Laurie has, uh, fallen in love with another program, the letter-writing wizard in her word-processor. To avert the separation of these two lovers, you need to work together with the other programs to change the father’s mind about the temptations posed by technology. Along the way, you also learn to deal with your crippling self-esteem and anxiety issues (you’re perpetually worried that if you make too many spam-blocking mistakes your user will uninstall you), plus there’s a recurring subplot going into way too much detail on the mechanics of why the programs are sentient – it’s not just a comedy bit we’re supposed to go with, in fact these email plug-ins are incarnations of immortal noosphere intelligences who exist simultaneously at all points in time (there’s yet another plot strand set in a post-climate-apocalypse world).
It is a whole lot, in other words, and reader, I can’t say I followed all the way along the journey. The writing is solid enough – the different programs have a good amount of characterization, and there are some really good jokes involving the different chimes the new-mail signal program can make (I remember that duck quack!) and all the different obnoxious spam running around the early-00’s internet. But there’s also a lot of text here, most of it delivered in linear click-to-advance fashion that started to feel exhausting by the second hour, and some things are definitely over-explained. Similarly, Zappy’s various crises of confidence began to feel fairly belabored by the end. I also really had a hard time investing in the love story between a girl and her Word template: I get that we’re supposed to see the programs as metaphors for people, but their obsessive, near-slavish devotion to their user stands as a creepy barrier to taking the metaphor seriously.
There are some puzzles and choices to break up the progression of the story, and a few of these I thought were quite clever: your merry band of AIs only has a few things they’re allowed to do, so figuring out how to leverage those abilities, which includes leveraging opportunities in the giant mountain of spam, is generally pretty fun (though there is one pick-the-right-spam-message-to-exploit puzzle that felt like it required reading the author’s mind, as the characters even comment on what an off-the-wall idea it is). The balance between puzzles and reading seemed off to me, though – I wanted less text in between the interactive bits.
In fact that – less – is just what I wanted for You are SpamZapper as a whole: less word-count, sure, but I also think I would have enjoyed the game more if a few of the plot’s twists and turns had been excised in favor of a leaner and more compelling progression, and if some of the crazier ideas had been weeded out where they get in the way of the emotional core of the story.
Highlight: I really liked all the mail-ping jokes – something about that bit of circa-2000 Internet nostalgia works for me.
Lowlight: I ran into a bug around the bit where you (Spoiler - click to show)open a new credit card – a development-tools window popped up at the bottom of the screen that made it hard to click the links, though eventually this went away (I played in a Safari browser on an iPhone).
How I failed the author: I was really tired when I played the first part of the game, so the business where two characters were sharing an email account left me permanently confused about who was who.