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You are a corporate drone tasked with purging poetry from CORPOTECH's Database of Subsumed Cultures. But when a mysterious interloper hacks into your console, you're faced with an escalating series of requests which put you in direct opposition to your corporate overlords and on a collision course with the sublime.
Play through the game's events in STORY MODE
Create poetry at your own leisure in FREE PLAY MODE
Push your creativity to its limits in CHALLENGE MODE
It is highly recommended to play this game on a screen sized at least 1024x768px.
Entrant, Main Festival - Spring Thing 2024
| Average Rating: based on 6 ratings Number of Reviews Written by IFDB Members: 6 |
The setting, in which you are a number-named drone for CORPOTech “requested to identify and fully purge any instance of poetry from the system. / This has come as a mandate from the Board Room. There is unfortunately no room for art of any kind in the Database of Subsumed Cultures”, lays it on so thick that I was buried for weeks, forced to learn the languages of the dark, burgeoning my pupils to cope until they covered each skullhalf and electrified my brain with every glint of silica or silver, crawling with the olm into underglows where the depths deepened into new understandings of themselves…
So though I did blinkrecoil reemerging into hypersurface aesthetics of “you are an efficient cog in the machinery of CORPO blight” versus a Shakespeare-quoting rogue AI promising to “bring the color back” through revolution, the allure here lies in the central mechanic of how you save the poetry from deletion. You’re given a chance to read a poem, peruse some data that thinly contextualizes the culture, then race to preserve individual words by clicking on them as the text is backspaced into oblivion. Holding the tatters, you’re given the chance to reweave the original meaning through remembrance of its impact upon you, painting with echoes to reimagine the song. These poems, themselves historical artworks which been crunchgrungled through several rounds of autotranslate, leave you grasping at their pixellated je ne sais quoi for almost the accident of meaning, syrupy saliences where “If the items don't match, search To destroy what God in his mercy saves, The struggle is equally futile and weak Rather than receding waves.” In that struggle between destroying and saving, your click click curations of buried empires capture epicene crepuscula, scintillas of the loss of the whole: “moon climate eternal beauty feel the deception rapture stylized reality”.
Although the game gives you the opportunity to reconstruct entire poems from the salvaged words, I actually rather preferred the fragmentary ellipsicals that form as you tear out the words you could not live without, a la the complete works of a Greek, some Sappho voice choppy through the void: “Sometimes I can not say. / immortal / Sometimes lilies / All Peaceful”. Prosper.0 shrugs the same conclusion, this mixture of reverence and resignation, when the narrator complains about the difficulty of the task of encapsulating everything that is being lost in just a few words felt together: “Do you think that, if you had an unlimited amount of time and skill, you could truly write a poem that faithfully captured the spirit of an entire race? / Do you think that these poems, created by the races themselves, truly encapsulate the entirety of the spirit of their own people? / We're all simply doing our best to reflect back the most miniscule portion of existence in a way that rings true, aren't we?” In this tender tension, making patchworks of works you don’t understand to enshrine something, anything, against the nothing, “a complex and twisting horror” elegances the interplay of reading and forgetting, ghost whispers which will one day no longer haunt us is the sleeplessing fear.
The game forces you to confront how little of a text you can preserve in just the words, each poem you create a testament to the ones you could not, so naturally there’s an arcade mode. If poetry tetris feels a little flippant, then it harmonizes with the whole, the game gesturing at a frustration but delighting in the pure freeplay of its kintsugi.
You have recently been hired by a generic dystopian science fiction corporation to filter poetry from an accidental merger of the Database of Subsumed Cultures. By filtering, they mean deleting these cultural artifacts from the database because they're unnecessary and pointless.
At first, you're preserving factoids and deleting poetry, but someone named PROSPER.0 comes into your interface, quotes some Shakespeare, and lets you "reclaim" words from the poetry you're about to delete. And now you're tasked with creating a poem based on the words you've recovered. You could create a poem commemorating the highs and lows of the ancient civilization you deleted, or you could create a poem expressing your desires -- whatever you want.
The concept is quite interesting, but I found it awkward at best. I found myself hovering over a sentence and clicking endlessly to grab as many words as I could. The game does throw in a few curveballs like limiting the words you can grab as a creative challenge, but that's about it. The game doesn't test you in any way, and the individual words are so divorced from the specific cultural meanings of the alien civilization that they don't really carry any weight for me when I write my found poetry.
(As an aside, the game reminds me of 18 Cadence by Aaron Reed where you reorganize sentences and paragraphs from an already constructed story to make something creative and personal. I wonder if PROSPER.0 would have benefited from preserving sentences instead of single words.)
As for the in-game poems written by the aliens, they were generated through a telephone game of public domain poetry and several rounds of Google Translate. I've seen reviewers say that this made the poetry sufficiently alien to them, but I was already familiar with some of the poems, and the experience was like reading a recitation by someone who had just forgotten how the lines went. I would prefer original poetry, but I also recognize that writing different poems in different voices is rather impractical. Still, it diminished the credibility of the alien poetry for me.
Now, I have to take off my reviewer's hat for a bit and admit that artistic works that advocate the power of art and culture in a world that rejects them are becoming too superficial for me. Many works in this vein, including this game, advocate for artistic and cultural expression, but they don't really have anything more to say after that. Works like this require you to believe that the plot, that art must be defended once again against the tyranny of dystopias, is enough. No critical interrogation of art or culture -- just the notion of (poetic) injustice.
The game does lampshade this tension: the player character asks PROSPER.0 if their poetry will even memorialize these alien civilizations since the game doesn't check if you do. It responds with a non-sequitur gotcha: you wouldn't be able to summarize the civilization with all the words you have, so make do with what you have. Point taken, but it makes me wonder what the player character is supposed to be: a savior, an egotistical artist, or all of the above? We also don't get much of a sense of PROSPER.0, even with the lategame reveals. I just view them as someone who's way into Shakespeare sonnets and nothing else; their interest in poetry is intentionally superficial, but it's not really explored or acknowledged beyond a few lines.
I'm partly sure that the intention of the game is to open up discussion, especially about the symbolic meaning of the player character and PROSPER.0. However, I found the oblique direction this game takes to be underwhelming: it doesn't explore anything but the surface of the relationships between capitalism, art, and technology. I almost feel like I have to read more of my own theory and philosophizing into the game in order to make sense of the themes in the story because the game lacks any of that exploration.
Which is a shame because I think found poetry is one of the more unique genres that interactive fiction is predisposed to. It would be fascinating to play found poetry that follows the beats of narrative games in the same way that some photography games (like Umurangi Generation) have a narrative for players to engage with. That would make the poetry we make and share more meaningful. I didn't feel like I was part of a movement that the game wanted me to be a part of, but I liked the idea of a movement.
I just wish it was a real movement.
This game puts you in the roles of a corporate office jockey in a soulless dystopia where all art, including poetry, must be removed.
You sort things into 'facts' and 'poetry' and delete the poetry.
A strange messenger appears and lets you save some words of the poetry, which you can rearrange into your own poems. The deletion process proceeds in real time, so you have to click fast to save them.
The whole game lasts about 9 in-game days.
I found the setting interesting, and liked the poem making mechanic. The real-time event wasn't my favorite (I like IF precisely because it doesn't have real time events) but it was pretty forgiving and adjustable.
Overall, a fun concept, and I liked the Shakespeare quotes. I feel like a lot of the game was spoken in generalities, when I might have preferred more specifics, but perhaps a blank canvas was intended.
These are the poems I made (although I copped out on the last line of the last one):
(Spoiler - click to show)
their den in the light smells Like a gray shadow of the night
Assignment 646: Lanirian
cry lightning
Some Verses inspire,
Some Verses blind
may I become blind
may the day become knives.
Assignment 655: Mol'ztor'lorian
Hope is the sweetest thing heard on coldest wind.
Assignment 665: Olkuts-pons
first Swelling,
sweet and joy
it might be joy
what joy and sweet times
Assignment 671: Marvumheonackolin
Again
Every pulse
half awake blessed comfort
He thinks Every secret
When fairy numbers didn't pulse
(Much of the interest of this game comes from the way its mechanics are introduced, tweaked, and woven into the narrative; spoiler-blocking all of them would add too many redactions to this review, so I’m leaving them unmarked and will just caution that you might want to give the game a play-through before reading this review).
I’ve grown increasingly wary of “worldbuilding” as I age – in sci-fi, it often feels like techno-fetishism substituting for political analysis, and in fantasy it often feels like it’s just sanding the interesting bits off of history – but every once in a while, I nonetheless stumble across a sentence whose understated implications send my brain whirling off into speculation about what kind of society could create it. “There is unfortunately no room for art of any kind in the Database of Subsumed Cultures”, the introductory text to PROSPER.0 tells us; we don’t know how those cultures got subsumed, why your employer, CORPOTECH, is compiling such a database, and whether “there is no room” is a technical constraint or a value judgment.
Any set of answers you imagine to those questions makes this a dark setup: the nameless protagonist has to scour an intergalactic factbook in the wake of a computer error that’s corrupted some of the data, tasked with deleting the occasional eruption of poetry into the realm of pure statistics. If you’re inclined to rebel and say “I would prefer not to”, of course there’s a supervisor monitoring your terminal and ready to fire you if you step out of line; between the surveillance, the bland corporate-speak of your directives, and a UI that’s functional in both senses of the term, the task of evaluating information about species as exotic as the Drumnisllonans, “humanoid beings with shelled-octopus parasites for heads” and who live more than half a million years, becomes the purest bureaucratic tedium.
After a few go-rounds demonstrate the blithe disregard the system takes of permanently erasing these species’ contributions to the lyrical arts from the database, though, a mysterious interlocutor contacts the player’s terminal and opens up the possibility of resistance – and likewise opens up PROSPER.0’s central gameplay mechanic. You’re now able to “harvest” the words in the poems by clicking them as the database’s automated deletion routine runs, at which point you can use the rescued words to write something that will be preserved: either recapitulate the original, now-lost poem as best you can, or reconfigure the language to create something new (or anything in between).
The interface for all of this is generally well done. The writing UI, in particular, thoughtfully adds buttons for common punctuation and line breaks, which allows for finer control of meter and a more elegant visual presentation of your creations. The harvesting interface is a little messier, though – while there are some configuration options that allow you to tone down the difficulty, I found the default deletion speed was relatively fast, and attempting to click on particular words was very challenging on my trackpad. As a result I generally just clicked on from the beginning of each poem as quickly as I could, which sometimes felt awkward as my browser sometimes interpreted double-clicks as an attempt to highlight things, but did seem to maximize my crop of vocabulary.
The game doesn’t judge your creations – that would be quite the trick – but it does provide some prompts and context that I found made the mechanic more engaging than just fiddling with magnetic poetry. I generally found myself trying to capture the poems word for word, seeing my task as basically a historical one, but later in the game you face harsh limits on the number of words you can collect, or write, for a particular poem, which pushed me to take different approaches.
I haven’t talked much about the poems themselves yet. I liked them, but found them elusive, I think intentionally so given how they were produced (the author took public-domain poems and chain-translated them through several languages before coming back to English; they’re also stripped of much punctuation and any line breaks). This provides the player with enough of a blank slate to make alterations while preserving some of the imagery and force of the originals, but I found it also smeared out subtleties and made them sound oddly similar, which was at odds with the conceit that these were the products of distinct cultures. The game makes sure you get the facts about the species of each poem’s author, but these never felt all that connected to the texts. Like, can you tell this poem was written by an authoritarian tree?
In front of me now I see him rise… A face that has been snowing for seventy years With winter, where the kind blue eyes While hospital fires are lit: A little gray man who had a big heart, And great with learned knowledge of necessity; Heart, the harsh world has served its purpose, That never stopped bleeding.
Or that this metaphysical excerpt came from a notably materialist culture?
Some will accuse you of taking it away from them. Verses that may inspire them that day When the ears become blind, they become blind. The lightning left me and I was able to find it. There’s nothing to sing but kings. Helmets, knives, half-forgotten things Like your memories.
The game lampshades this, to its credit – in one late-game dialogue with your mysterious benefactor, it asks “Do you think that these poems, created by the races themselves, truly encapsulate the entirety of the spirit of their own people? We’re all simply doing our best to reflect back the most miniscule portion of existence in a way that rings true, aren’t we?” Which is entirely fair, and again seems to be giving the player permission to muck about, but does underplay the importance of culture in a game that otherwise makes quite a big deal of it.
The final set of challenges are in fact notably freeform: the user who’s been contacting you (it’s a rogue AI, because of course it is) tells you you’re part of its plan to bring down the evil corporation, and asks you if you want to join the plot. If so, the last “poem” is actually a bit of computer security code that you can delete and reconfigure into free verse. It’s an arresting idea – a digital equivalent of flowers growing in the ruin of a tank – but in practice I found it less engaging, because the words that make up the program are pretty dry. More resonant for me was the branch where you say no thank you to the revolution; in that case, you go on a tour through all the previous poems you’ve made, harvesting pieces from them in turn in order to create one culminating valedictory work.
I’ve been doing more describing of the game here than I usually do in my reviews; partially that’s because it uses a novel mechanic that’s worth explicating in detail, but partially it’s a sign that I have mixed feelings about its effectiveness. I found PROSPER.0 interesting and worthwhile, but ultimately I think it awkwardly straddles the line between story and toy (which the inclusion of a separate “arcade mode” allowing you to just mess around with the poetry without worrying about the plot perhaps acknowledges); the relationship between the poetry challenges and PROSPER.0’s rebellion isn’t sketched in enough to feel compelling, and the poems, and the picture we get of their authors, are too chilly for their loss to truly register as a tragedy. But if the game is slighter than it could be from an emotional point of view, it’s nonetheless of considerable intellectual interest and an impressive achievement in game-ifying poetry – in fact I’m eager to jump over to the thread where folks are posting their poems so I can share my own inventions – and I’d be excited to see this mechanic used in other games that take an earthier approach to things.
Note: I beta-tested this game.
PROSPER.0 is a dystopian Twine game with a very interesting gameplay mechanic. As an employee of CORPOTECH, you are tasked to verify the content of documentations, and to delete any file not including factoid (strangely resembling contemporary poetry). Do your task correctly and you are rewarded (by keeping your job), but do too many mistakes and find yourself on the CORPOTECH blacklist.
If you are lucky enough to go through more than one day of work (really, you only don't if you troll the game), and your screen may get visited by a stranger, who, unlike management, would prefer not to see all those poetic files lost forever. Though you cannot go against your overlords, lest you lose your job, the stranger proposes a different way of keeping these files alive: you reconstruct them... in your own way.
Until one day... You have to make a choice. A choice that could change everything... or nothing at all. But only you can make it.
And here it is, the interesting gameplay, word play, in a different way. As the words are one by one disappearing from the screen, you have the option to "save" them from destruction, leaving you the opportunity to use them afterward to create another poem yourself. You are even given challenges, like only be allowed to save or use a certain amount of words.
And there is no right or wrong way of making those poems, because they are made by you, a singular individual with your own set of words and endless possibilities. It is pretty poetic (eh) and I don't think I ever experienced this kind of interactivity in IF (so far).
Also, it made me thing of those word magnets you can get for your fridge, and create whatever sentences to display to the world. Except, only you ever see it. It's pretty cool. I've been messing around with the other game modes, because it's less stressful than during the game, and made some weird nonsensical poems, just for fun!
All I will say is Down with CORPOTECH!