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Review

Remembering a mouse's life, August 19, 2024
by Tabitha
Related reviews: IF Review-a-thon 2024

In this game, you play as a recently-deceased mouse who’s been given the opportunity to recall your life before Death takes you away. Each round (a single playthrough is comprised of eight), you have a choice between three possible memories, presented as cards with titles and brief descriptions. The game’s paratext says that there are a whopping 46 of these total! I’ve played through five or six times now and have still only seen 26 (I didn’t always get new-to-me cards, and sometimes purposely chose repeat memories so I could make different choices within them).

As I often do, I’ll start by talking about the UI, which is lovely; it includes a non-standard font that I still found perfectly readable, as well as lightly drawn background art depicting the space where the mice live, complete with cute isopods. There’s also a menu with a glossary and a handy setting to change the font size (although it took me a bit to realize that it existed, because the isopod drawing that opens it blends into the background a bit—and I'm pretty sure the font resets to the default every time you replay, which is a bit annoying). And in the interstitial sequences there’s an illustration of Death themself, a fittingly skeletal, hooded mouse. I wrote recently that I don’t care a lot about art in IF games, but this is a nice touch, elegant in its simplicity, and allows Death’s dialogue to be presented in speech bubbles. It helps set the “conversation with Death” mood better than text-only would, I think. Certain memories also trigger the addition of significant items to the background art, which was both fun and useful as my subsequent playthroughs began to blend together; these unique illustrations were good reminders of what important memories I had experienced that go-round.

I quite enjoyed the storylets themselves, too. The worldbuilding is great—details like the mice having a fungus farm and Floki the Tinker helping make mobility aids for your daughter particularly stood out to me—and you learn more and more on repeated playthroughs; it’s also fun to see NPCs recur in different memories. There’s a good variety to the memories, too, with spectrums from adventurous to domestic, solitary to social, nature-focused to human-focused. As mentioned, within each memory you have several choices, too, which help characterize the PC. I found the game emotionally engaging, in both the general poignancy of looking back on your life, and in specific moments in the memories—such as (Spoiler - click to show)my friend Mip dying because of a choice I made, and the storylines about having pups. I enjoyed the experience enough to play multiple times, and intend to play more to uncover the hinted-at larger plot!

There were some things that made it less smooth than it could have been, though. There are typos throughout (never anything major, but fairly pervasive); several terms I went to look up in the glossary weren’t there (“nest rot” being one); and on my first playthrough, I thought I was getting accidental repeated cards when “Nestmouse” kept coming up after I’d already picked it (I did later discover that it’s just that this same title is used for several different memories, though). Another thing is that in the middle portion of the game, the interstitial dialogue with Death gets repetitive; I would have liked if it varied more. And then I’m torn about the adjectives that appear at the end based on what choices you made in each storylet—in a way it’s a nice summary, and I enjoyed the contrast or even contradiction between them—even mice contain multitudes!—and the way that illustrates your growth/change over time. On the other hand, each memory being summed up by one or two adjectives seems a bit reductive, and the animation of the words dropping away was much too slow.

My other main critique is that I wanted more of a sense of continuity. The author explained on the Intfiction forum that you’re getting one memory for each year of your life, but I hadn’t realized that while playing (although I’ve since noticed that it's kind of indicated by one line of Death’s dialogue), as there wasn’t a sense of the arc of a life; the memories didn’t necessarily seem to build on each other, save for a few that were clearly unlocked by having seen a certain prior one. While on the one hand I liked the isolated snapshots, how you're picking out these few individual incidents to reflect on, the lack of continuity was jarring sometimes, with the endings of some memories feeling like cliffhangers that never resolved. I might prefer a structure where each set of memories you get to pick from is related in some way to the prior chosen memory, as I think the playthroughs I enjoyed most were the ones that had more of a throughline.

Finally, this is the tiniest thing, but as a rat lover I must protest the portrayal of rats as speaking in broken English! Rats are very smart, and having had both pet rats and mice, rats are definitely the smarter of the two. But all my quibbles aside, it’s an impressive and well done game, and I'm certainly going to return to visit some more mousey memories.

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