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All you wanted was a Slurpee™, and somehow you have found yourself haunted by a relentless marinara pasta demon. With a mysterious checklist discovered in your back pocket, what else is there to do but wander museums of memories and perform some arcane ritual to rid yourself of the haunting specter?
Play as yourself, play as me, play as spaghetti, play as sauce. Find closure in the end. Or don't.
Content warning: This work contains references to suicidal ideation, binge drinking, disordered eating, and sexual assault. It also contains light depictions of gore.
| Average Rating: Number of Reviews Written by IFDB Members: 3 |
There was a big shift that I saw in Twine games from when I started (around 2015) to now. Those earlier Twine games were often influenced by Porpentine or furkle, and it was common to have long, surreal stories with intense, personal writing about loss, identity, or feelings with a big dash of absurd humor. There were other twine writing styles (like 16 Ways to Kill A Vampire at McDonalds), with more of a gaming/puzzle/points focus, but the number of intense personal games was higher.
Nowadays, the Twine field has too many genres to call any dominant, but a lot of popular Twine games are puzzle-based (still accompanied by strong stories), like The Den or A Long Way to the Nearest Star.
So this game gave me some nostalgia, as it seems like it could easily have been a popular 2015 game.
There's a good chance I missed something essential in this game, so take my summary with a grain of salt.
You play as someone who has experienced some kind of loss or betrayal of a friend or romantic partner. 'You' and 'me' are different people; I think they might both be facets of the same character, or 'me' might be a demon or grief itself or the person who they lost, I'm not sure.
In three different acts, you explore an abandoned house (that is 'slated for demolition' and is also the game itself), a grocery store and an apartment building. There's a checklist of items that you can find in those, but it's not necessary to get them all and the game has fully prepared for you not to do so. It allows you to play with or without the back button, and I chose to play without it, and I also chose to choose the most self-damaging or excessive options at any point.
And there are a lot. Spaghetti has trauma associations here (and so do red slurpees), with multiple memorable scenes where you can draw out your own innards as spaghetti with continual pulling until you're hollowed out.
There is a segment near the end involving (Spoiler - click to show)suicidal ideation by someone dear to us. I couldn't tell if this was a new person or the main person we think about.
The ending prompts us to (Spoiler - click to show)consider something we regret and might need to let go. I enjoyed picking a few things in my life to contemplate on and to write down in the game, like my alma mater not accepting me back as a professor when they had intimated for years that they would do so, and the slow decline of a once-close friendship.
For me, I didn't understand the story, but I understood the feeling and feelings, or at least I experienced the emotions I read about in the game like ' this game gets it, I've felt like that before'.
The game seems like it has many different paths, but I didn't feel compelled to replay, as I feel like it fits the game's message to not go back and correct mistakes.
There are, of course, a lot of surreal and highly metaphorical games about trauma, and there are probably many reasons for that, but one of those, I think, is that the subject matter really lends itself to that approach. Trauma loves symbolism. Trauma revels in taking an ordinary everyday object and turning it into an emblem for the worst thing that’s ever happened to you. And because it’s an ordinary everyday object, it can lurk around every corner waiting to ambush you in the middle of a perfectly good day and remind you that you’re still not over that thing.
Slated for Demolition represents this experience by having its protagonist, as the blurb says, “haunted by a relentless marinara pasta demon”. (It feels slightly inappropriate in this context to say that that turn of phrase delights me, but it does.) There’s something bathetic in this, to be sure, but again, that seems fitting in a way. It’s not really funny to be having a panic attack because you saw a regular everyday object, or something that isn’t even that object but kind of looks like the object, but on some level you grimly recognize the absurdity of it. In practice, I didn’t find the silliness of the concept too distracting; the game mines the pasta imagery for some surprisingly effective horror scenes, and a sequence in a grocery store where the words of the description start to be replaced by types of pasta is legitimately disorienting. Given that most objects in the game have some kind of emotional significance tied to a key memory, I was a little bit surprised that this ended up not being true of the pasta, but at the same time the pasta is positioned within the text as something destructive of meaning—not insignificant, but sort of anti-significant—so perhaps that's appropriate as well.
The game has a world model of sorts, and a list of objects to collect, and at least one actual puzzle; all of this works well enough, but it’s mainly in service of getting fragments of text that you can piece together into something resembling a picture of the PC’s past and present (albeit not a complete one, and deliberately so). In addition, although I’m one of those people who’s always complaining about timed text, I thought it was well-used here—it’s not the default or used very frequently, so when on occasion a phrase appears word by word for emphasis, it has the intended impact.
I was quite absorbed in the specific, sharply drawn if disjointed details of this one person’s life, so it really threw me to reach the ending and (Spoiler - click to show)suddenly be asked to insert myself into the game instead. That’s not a thing I generally find rewarding in games and I especially did not like it as a swerve from inhabiting the consciousness of a very specific person who was not me (and occasionally also a very specific marinara pasta demon). But there’s precedent in this kind of game for reaching out to the audience this way and making them think about their own lives, and it’s hard for me to tell if it’s not well executed here or if it’s simply not to my tastes.
The surrealist IF game about trauma is a sufficiently well-represented subgenre that by this point I have a standard bit of patter I trot out for my reviews: these pieces often have spikily compelling writing and can be engaging on a sentence-by-sentence basis, but they also run the risk of being too idiosyncratic to resonate with the audience, as it’s very easy for an author to present snatches of imagery, language, and events that are incredibly personally meaningful, but which lack enough context to ground them in lived experience. No matter how great your prose or vivid your imagination, if the player can’t connect to what they’re reading, there’s a limit to how much impact your game can have.
Slated for Demolition is a very good Twine game in this vein, and as if to prove how little I know, one of the two things holding it back from being really great is that at a climactic moment, it reaches for universality rather than staying rooted in the subjective. At least the other thing is the more conventional challenge of underexplaining a key metaphor.
Before circling back to those issues, though, it’s worth dwelling on the ways that Slated for Demolition really works. While the subject-matter here is pretty familiar – early-20s anomie interrupted by sexual assault – the authorial voice is immediately confident, equally at ease describing the bleakness of a late-night suburb, the degrading consequences of alcohol dependence, and magical-realist irruptions of beauty and terror. The sentences have rhythm, the anecdotes have enlivening details, and the tone never stays stuck too long in one place, preventing the player from being desensitized through repetition. An example, more or less at random:
"Once when you were 18, you went to a party and drank your entire personality away all night long. You managed a few passed-out hours of sleep, and then you had to wake up and go to work for the early shift.
"It was your turn to stock the freezers. You knelt on the hard concrete floor, gingerly placing TGI Fridays-brand meals and trying your hardest not to vomit absolutely everywhere."
The gameplay also knows how to change things up. The overall structure is that of a quest, or a shaggy dog story – you leave your house in search of a Slurpee, but compulsions keep dragging you into more errands, and memory drags you back into reveries, leading to distinct set-pieces as you pass a long dark night of the soul. Some of these involve straightforward choice-based branching, but others require the player to move through or explore a persistent space; a stand-out vignette is more or less an extended puzzle, as you try to figure out which apartment an acquaintance lives in when all you know is the building’s address.
This kind of variety could risk undermining the game’s sense of progression, but one of its conceits is that in each scene, you’re collecting items to satisfy an obscure shopping list you find in your pocket. While the significance of each is typically unclear, wanting to complete the collection kept me engaged in the details of what was happening even in the strangest of the sequences, and provided a sense of pacing across the game’s almost-two-hour running time (the list is also rather forgiving – even if you miss something, just before the endgame you’re given a chance to zoom back to pick up the items you lost).
That endgame is where Slated for Demolition attempts something surprising and audacious, which I can’t help admire even though it didn’t quite work for me (I admire it enough to spoiler-block it, in fact, but the short version is that it makes a move for the universal rather than the particular, when the particular had previously served it very well indeed). (Spoiler - click to show)After doing a lot of work to situate the player in the protagonist’s subjectivity and revealing the details of the traumatic event exerting its gravitational pull throughout the rest of the game, the protagonist begins a ritual to attain closure – except before performing it, the player is invited to think about some pain they’ve experienced and use the ritual structure to fill in details for their own exorcism. It’s a lovely idea for bridging the gap between author and player, and I made a good-faith effort to engage with it, but I found the exercise deeply uncomfortable, because it felt like I was overwriting the protagonist’s, and perhaps the author’s, experiences with my own. Trauma is trauma, to a certain degree, but as the rest of the game demonstrates, the specific details of what was done by whom, to whom, and how, make an enormous difference – and that’s especially the case when dealing with sexual assault, given the role gender and power dynamics play. For some players, I’m sure, the details of the ritual would resonate deeply and the memories it evokes would be congruent with the game’s themes. But for me, even making the attempt felt like overstepping.
My other complaint is that the strongest image in the game didn’t cohere in a satisfying way. I also don’t want to spoil this too much, but the blurb and cover art give away that every once in a while, the protagonist feels like she’s dissolving into pasta and red sauce, and while that sounds silly, in fact it’s written to be the most upsetting piece of body horror I’ve come across in years. I was delighted by how much these sequences made me squirm, but while there are a few hints for how they connect to the game’s broader concerns, the hints are rather thin and ultimately the metaphor doesn’t connect very neatly with the title and framing idea about a house fated for destruction. It’s a textbook example of surrealism that needs a bit more connective tissue, so while Slated for Demolition definitely challenges my theory for what makes these kinds of games succeed, at least I don’t need to throw it out entirely.
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