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Matchless, December 1, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).

As discussed in my Eat the Eldritch review, boats are clearly the central theme of this year’s Comp. Little Match Girl 4 does OK on this score – there are some shipwrecked pirates, plus an extended sequence on a spaceship – but my experience with the game was largely defined by its membership in two other incipient trends of the Comp, being a sequel (I’ve already reviewed Shanidar, Safe Return, and looking ahead on my list there are a bunch more) and a Metroidvania (joining Vambrance of Destiny and Put Your Hand Into the Puppet’s Head).

Let’s take the sequel part first. I haven’t played any of the three prior Little Match Girl Games, and while I’m dimly familiar with the original Hans Christian Andersen story, any connection to that moralizing fable has long since fallen by the wayside; per a handy recap function, the eponymous protagonist has developed the power to travel through time and space by looking into fires, been adopted by a post-reform Ebenezer Scrooge, and currently works as a freelance sniper-cum-troubleshooter for Queen Victoria (England’s gain is Denmark’s loss; I guess she wasn’t very patriotic?).

The game seemingly isn’t especially fussed about any of this backstory, though, and in fact opens in medias res, with the introductory text not explaining anything about your immediate mission or situation. This kind of beginning can work well, but here I feel like it was misdeployed. It’s not used to skip boring exposition and get the player into the action from the get go, since the opening sequence just involves quiet exploration of a deserted beach. Nor does it do much to heighten player interest in what’s going on, since the actual plot is straightforward – you need to find half a dozen magic pearls as a combined peace offering/christening present to a baby fairy; i.e., it’s a fetch quest – and it’s effectively dropped in your lap ten minutes in without any deeper engagement or piecing together of clues required; you wander into Faerie and come across the infant prince and his caretakers, and everybody acts as though you already know the deal. As a result, the decision to forego a conventional introduction struck me as an odd one: I don’t think the game gains anything by it, but it loses the opportunity to establish stakes and engage the player in the world and the characters.

The Metroidvania aspects of the game also start slow. This is a genre convention, of course – the accretion of powers allowing you to overcome previously-encountered obstacles is a major part of the appeal – but I also found that the absence of minimap like that provided in Vambrance of Destiny, combined with the additional navigation challenge posed by the fire-portals leading to other settings meant it took me a while to wrap my head around the available space for exploration. It doesn’t help that the first few areas are rather straightforward – a ghost town, the age of the dinosaurs, a coast – with the few other people not especially engaging to interact with (LMG4 uses a TALK TO system without any dialogue options, which is probably my least-favorite way to implement character interaction in a parser game).

Fortunately, I found the game picked up by about the halfway point. Gaining a few additional abilities and a clearer sense of the map made the puzzle-solving feel more rewarding, and the environments became more interesting – the dinosaur era actually involves a modern, oddly-bougie civilization; the English coast is home to the actual Pirates of Penzance; and there’s a vampire-haunted Alpine chateau that’s the best of the bunch. The number of sly jokes and clever Easter Eggs also ramps up quickly from the comparatively-straight beginning: it took me a minute to realize that your first two upgrades mirror the ones Samus gets at the beginning of each Metroid game (Spoiler - click to show)(the fire-bullet is like a missile, and the mouse-transformation is like the morph ball); there’s an extended conference among the vampires that gets funnier and funnier the longer it goes – and it goes a long time; and there’s a disguise bit that I’m pretty sure is directly tweaking the Gabriel Knight 3 puzzle that’s long been decried as having killed graphic adventures all by itself.

Even in this running-downhill part of my experience with the game, though, I still found there were underexplained elements that I think must have been part of earlier games in the series – you seem to have some history with a couple of the specific vampires, you’ve encountered that prehistoric civilization before, and I’d guess that the climax is calling back to the very first game. So while I did eventually very much enjoy my time with LMG4, I can’t help but think that I would have liked it even more if I’d played the earlier games in the series, or even better, if it had done a bit more work to get new players up to speed. I can see how entering a late-series game in the Comp can help draw attention to earlier works, which is all to the good, but it’d be nice for us newbies to be met halfway.

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