Adapted from a SpringThing24 Review
Played: 4/10-12/24
Playtime: 4.25hrs
Well, this was just delightful. I’ve not had cause to reference “Twinesformers: Parsers in Disguise” in a while, apparently saving it for now. This is a Twine work, repurposed to support a parser-like gameplay style. There are inventories, spell lists, maps to navigate, items to search out and use or combine. I don’t know that I have seen a better implementation of this. The UI was deeply intuitive and natural, including navigating among multiple POV characters and even body parts! I was rarely lost in narrative flow or paths forward (just three times, actually, of course I’ll get to those).
The case against link-based parser play is that it enables ‘lawn mowering,’ exhaustively clicking all links in all combinations, until something works. ToR is not immune to this, but it resists it better than anything I’ve seen. I think it is a combination of the permutations available and the lovely prose of its story. Most object links can be clicked by any number of characters or sub-characters, and AGAIN in conjunction with any number of inventory items and spells. It can mushroom into an untenable amount of permutations, which encourages a more thoughtful approach to the puzzles.
The prose though, hoo. The prose is the beating heart of this thing. The tone is light, a deeply optimistic, just barely-short-of-naive positivity. This is conveyed economically, matter-of-factly, and so consistently that you can’t help but be swept along by it. Yeah, even me, the guy that hates poetry! The prose is ALSO soft cluing paths forward. And of course carrying the plot. Oh, and setting geographies and settings. Character too, it’s also providing voices and agency to a wealth of characters. SO MUCH TO ACCOMPLISH, ISN’T THAT INSANE?!?!?!
Okay. I hear your snorts of derision. “Reviewer,” you snootily say, “literally EVERY WRITTEN WORK does all those things. Its kinda written-narrative’s thing.” Yeah, well do they do it so EFFORTLESSLY? So CRISPLY? So gosh-darn SWEETLY??? We are talking mostly terse paragraphs of description and dialogue that do ALL that, plus provide soft cues to keep you progressing, PLUS warm your cold cynical hearts, you ivory tower bastards. I cannot overstate what a delight the prose style was in this work, how it carried me through some tough times and created a world it sucked to leave. I don’t know why, but this line just exemplifies what I’m talking about so perfectly:
"The upper ruins were not held together by magic, but, apparently, they were supported by the lower parts."
That wry, matter-of-fact voice, ah, I’m smitten. The other thing the above blurb captures is just how well-thought out the world and plot is. Despite being a fantasy of heroic undead, magic spells and artifacts, light geopolitics, everything works together in such a satisfying way. Most especially in puzzle construction. The ability for Rosalind to disassemble to solve puzzles was endlessly varied and invariably fun. Spell usage was a little more straightforward, but no less fun. Setups and payoffs abound every step of the way but especially in endgame. This is a work where SOMEONE IS TALKED OUT OF PREJUDICE and somehow my response was NOT ‘oh c’mon.’ Would it work that way in the real world? YOU DON’T KNOW, ROSALINDA AND TEAM HAVE NOT TRIED YET.
It gives me no joy to report there are some frictions, but I’ll try to dispense with them quickly. For one, the UI had an unfortunate scroll length where some options went unnoticed below the window’s edge. This caused me to spam/lawnmower the insanely large space, made more painful than normal for its breadth. Check your scrollbar first is my advice for those stuck.
There are some unanticipated solutions I wish had been addressed in game, most notably (Spoiler - click to show)not being allowed to feed a Tinctured Piecrust to a catfish and being unable to (Spoiler - click to show)get Ormund to help with crystal grabbing or plate-standing. I didn’t need those to work, just explained. Minor quibbles to be sure.
There was one puzzle I considered unfair, which is code for hard but not in a SATISFYING way, a (Spoiler - click to show)search only one character can complete, in one specific location, with no hints I spotted that that might be necessary. There was another that was SUPER fair, and I just missed it, but chuckled in glee when I tapped the progressive hint that clicked it into place.
…aaaand I’m done with the negative. This was not a mind-blowing game changer of deep human insight. This was a frothy, pulpy fantasy lark of unremitting positivity and cleverness, buoyed by text it was a treat to read. And not for nothing, an elegantly architected Twinesformer experience that will forward be my gold standard for these kinds of things. Kudos author, I enjoyed every minute. Most minutes. All the minutes worth talking about.
Mystery, Inc: Daphne
Vibe: Plucky Fantasy
Polish: Smooth
Gimme the Wheel! : If it were my project, most folks in my life would question who I really was, how I deceived them so long, but could they keep this new guy anyway? For me though, I think I would plumb some of those alternate solutions into text, either with playful rejections or as alternate solutions. This is probably not a simple ask, given the large permuted space already accommodated, but since the work makes it LOOK so easy, it must BE easy, yeah?
Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.