So I was always bad at arts and crafts. As a kid, the things I made were noticeably worse than what the rest of the class made. Let’s make a little pencil case, they’d say, walking everyone through the first step, then encouraging us to start onto the second step ourselves, usually it was simple enough, but the third step, written so succinctly on the page, would balloon into multiple connective actions, all of which need to be operated in a sequence obdurately abstracted from the mishmash jamming of your increasingly desperate attempts to approximate what you’ve been told, until by the fourth step you’re forced to admit the irreconcilable gulf between the instructions and the wreckage in your hands. Step five: start crying until the bemused teacher rushes over to placate you by doing it all themselves as if it were the easiest thing in the world.
Finally someone recognizes the existential terror of the alienation between your consciousness and the world that DIY assembly inevitably entails. This game gives you an instruction booklet that seems simple enough, but slowly seeps in the terror as you notice “it does look a bit wrong upside down, like a turtle stuck on its back”, but you carry on until suddenly you realize something is terribly wrong, and the object becomes unstuck in fixed space, a sprawling ungainly realization of the ineffable Object that your hands could never construct, and as, desperately, “you reach towards the DÖLMEN, something shifts and settles in your mind, and you understand — it’s not a table, but a doorway. And the door is opening — / There are no words in your language for what happens next. There are no words for the way the world seems to come unstuck and peel away, though later it will remind you of the way an opening door shifts from a solid face to an insubstantial line.” Through the blur, probably of tears, possibly of tearing spacetime, you recognize that what whispers from the page is impossible for your representative comprehension to approach, an infinity of void which may as well be eldritch.
Assembly runs with this insight or joke or shocked dawning of a shivering fear or whatever you want to call it, throwing us into a hazy IKEA nightmare replete with cultists and noneuclidian geometries. With an inspired bit of banter, the narration rapidly unspools a cheeky backstory that resonates between its comedy and its subject matter so harmoniously that the result is postsatirical twilight of the gods panache: “In the beginning, the barrier between your world and the world of the gods is thin. You can’t quite tell who first learns to shape stone into the sacred forms that open the doorway between the worlds, or to perform the rituals that give the gods the power to step through: only that it happens in the northern corners of your world. And since humans are so quick to worship power, these rituals spread quickly… and the gods grow strong, then stronger still, until their hold over your world is absolute. / An age passes, and then another, and the faith of the people begins to wane; the rituals fall into disuse, the sacred monuments into disrepair, and the gods weaken and vanish from the earth. Some go peacefully, but others rage against their loss — and swear that, if that doorway were ever to reopen, humanity would not escape their control again. / Then, finally, a new age: an age of infinite repetition, of unbounded mechanical reproduction, of forms iterated out beyond imagination. These gods, and the few who remember them, have found their chance — for a ritual copied blindly from an instruction booklet, or a sacred ratio embodied in fibreboard instead of stone, still holds the same power.” You could build an entire Cragne Manor on this gag.
Though, alas, Assembly doesn’t. Outside of its occasional storybeats, Assembly stays pretty terse, focusing on its puzzling, which consists largely of hunting down gizmos to graft to your gadgets. You gotta mix and match parts from multiple construction sets like a frustrated Lego builder. Rather tellingly, there’s a section where you need to enter the darkness to teleport, which surely must be a reference to Andrew Plotkin’s So Far? So that kind of evocative setting as an excuse for tinkery inventory management seems to hit pretty much at par. There’s still some nice touches, like this line that plays nicely on the game’s core humorous recontextualization: “Some experts consider the term “henge” to only properly apply to an earthwork with an inner ditch, or apply it only to specific monuments in the British Isles… but your language supplies no better word for this wide, circular bank. The henge is piled up to about waist height with a colourful array of goods and other remnants of the market hall.” But most of your time will be spent looking at booklets, fiddling with screws, and wandering nauseously across a deliberately unintuitive map, all of which sounds quite thematic, but in practice proves mildly boring. There’s also a few elements that don’t add up to all that they could: like the first thing we need to build is called a DOLMEN, or a megalithic tomb, so you might think there’s going to be this sort of double entendre where the furniture we’re building is actually terrifying Lovecraftian whatevers, but by the end of the game we’re just building a WILLIAM? Poor little Billy, who’s going to tell him that he’s a cosmic demon altar?
So a lot of the richness of the concept lies tossed to the side like spare parts. But when it does push hard on its core idea, the results can be compelling. There’s probably no better description of the futility that I felt in those arts and crafts classes than this perceptive despair: “One by one, you dovetail each of the wardrobe’s side panels with the base. As you reattach the second panel, the space between them seems to twist away, as though rotating on some higher-dimensional axis, and the void fills with a profound darkness.”