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About the Story
The art of dying properly.
Language: English (en)
First Publication Date: September 30, 2019
Current Version: Unknown
Development System: Twine
Makes reference to With Those We Love Alive, by Porpentine and Brenda Neotenomie
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Number of Reviews: 1
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This is a sequel (or maybe a prequel) of sorts for the game With Those We Love Alive. Its description merely says that it is set in the same universe. It is made up of five surreal chapters that can be enjoyed even if you are new to either game.
In the first chapter you play as the Empress, one like the NPC in With Those We Love Alive. You have a limited amount of time to explore the Empressí apartment before an assassin arrives and stabs you. This is reminiscent of howling dogs where (spoiler if you have not played howling dogs) (Spoiler - click to show) the protagonist is in a VR sequence about an empress taught to die gracefully if assassinated. The way you die (piously, peacefully, or shamefully) in this game depends on your location and influences the writing. To move forward, (Spoiler - click to show) wait for the assassin to kill you in the garden. At the brink of death, the Empress cuts out her own heart to let it fly away. If this occurs elsewhere the assign will squash the heart. Only outside can it escape. This theme appears throughout the game.
Now, the gameplay is story heavy. Some parts of the gameplay have free range of movement, as is the case in chapter one, where the player can travel between rooms. This is an immersive method often featured in Porpentineís games. It is part of what makes them such a delight to play. But other parts of the game give the player a lot of information to take in. It is full of new events and terminologies that are fascinated but also bewildering. That too is what makes Porpentineís games shine. The gameplay and story are tightly intertwined and impossible to separate.
Story + Characters
I believe there are only two protagonists in this game. The first is the Empress who, as we know, is assassinated in chapter one. The second protagonist is a worker-convict who is introduced in chapter two and remains the PC for the rest of the game (although themes about the boundaries of individuality make this notion variable).
The story ramps up after the first chapter. I am going to summarize some parts because A, it is an incredibly rich story, and B, I want to see if anyone else had a similar impression. In chapter two (Spoiler - click to show) the protagonist works in a greenhouse that grows advanced perhaps sentient plants. Everyone lives under strict sovereign rules about what plants can be cultivated. The protagonist finds a letter explaining that convicts are now allowed to join the Stamen Vanguard. They jump at the opportunity.
The third and fourth chapters are about the (Spoiler - click to show) protagonistís service in the Vanguard, the latter of which involves visiting a city where the Empressí skeleton is on display. The player arrives at a garden where a woman explains that the only way to truly kill an Empress is to kill her heart. She tells the player to do just that, but the player is caught by a guard. Ironically, the Empressí heart makes unexpected decision. She decides to use the protagonistís body as her next reincarnation.
In the fifth and final chapter the (Spoiler - click to show) protagonist has been reincarnated into the new Empress. However, the heart often asserts its own consciousness onto the new Empressí thoughts and actions. The game explains this in a manner that some players may already be familiar with: Dream sequences. These sequences explain how the heart contains the collective soul of all empresses. Even better, they utilize a red gradient background reminiscent of those seen in With Those We Love Alive. The gameplay too also shares some resemblance. Consider asking the Sartorialist to make clothes (below):
Crimson fabric: The better to be stabbed in.
White fabric: For a striking death.
Black: Goes with everything.
Lavender: Your new favorite color.
Look familiar? It is just like crafting items as an artisan in With Those We Love Alive.
The player makes speeches and other duties until the game ends. I only found (Spoiler - click to show) two endings. The first is where the Empressí body and the heart seem to reach an understanding with each other. The second involves jumping out of a window in an attempt to regain control over yourself.
Overall, I liked this story because everything comes full circle. The start of the game depicts a (Spoiler - click to show) newly assassinated Empress; At the end, a new one rises to power. And yet, the Empress never really dies. The second protagonist is small and yielding in the face of the empire for most of the game but later becomes a central part in that empireís leadership, even if they set out to do otherwise. There is a lot to think about.
The game has a black background with white text and purple links. A small flower icon is included at the end of some words which was a nice touch given its imagery about plants. I figured that this would remain unchanging, but the game decides to surprise the player more than once. The screen unexpectedly goes white with black text for the scene when you (Spoiler - click to show) cross the desert and uses a gradient red background for the (Spoiler - click to show) dream sequences in chapter five. Having a black screen for most of the game and then, bam, a gradient one has an exciting effect for the player.
The Soft Rumor of Spreading Weeds is quite an adventure. I encourage you to play this more than once since the story is extensive and always shifting. If you like surreal interactive fiction and Porpentineís work (especially if you enjoyed With Those We Love Alive) than I highly recommend that you give it a try.
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