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Light gameplay and minimal writing don't do justice to heavy themes, December 22, 2021
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)

I can’t say I fully understand the impulse behind making a custom parser – beyond the abstract desire to test one’s programming chops – but one thing I’ve noticed about custom-parser games in recent IF Comps is that they tend to share an old-school sensibility that’s hard to recapture with the modern languages. The Spirit Within Us at first blush seems a case in point, from its white-on-black text, its amnesiac protagonist, the stripped-down prose, and the my-first-apartment setting of the first half of the game. There’s also a hunger timer of sorts: you wake up wounded, in the aftermath of a fight, and you bleed over time, reducing your “energy” stat, which only increases after eating (there’s a combat system you get into later on, which is also based on energy). Rather than being a lighthearted puzzle-fest, though, the game’s story-focused and hits on some heavy themes, but I unfortunately found the mismatch didn't serve to add a frisson of novelty but rather made the game feel incoherent.

Let’s start with the gameplay. For the first section, this largely consists of exploring the strange house where you've woken up, trying to piece together the backstory from a few scattered clues. And per the above, since you’re bleeding and aren’t able to bandage yourself (I wasted a lot of turns trying to rip up the sheets in the opening location to staunch the wound), instead you keep death at bay by eating the various foodstuffs you find, so as you’re learning details about the horrid events that got you here, you’re also hoovering up raw eggs and vitamin pills. The second section, meanwhile, opens up as you leave the house and start blundering around the woods exploring the physical geography and trying to figure out what you’re meant to be doing next.

The good news is that it doesn’t take long to basically figure out what’s going on; the bad news is that it’s also quickly clear that the game is going to be dealing with the fallout of the sexual abuse of children. There are no details depicted, thank God – you’re only told that you’re finding photos depicting awful events, and come across vague excerpts from the self-justifying writings of the predator whose actions have set this story in motion. Still, this is a heavy, heavy topic, and it sits awkwardly with the Hungry Hungry Hippos vibe of the first part of the game.

It’s also one that I don’t think is handled especially sensitively. Some spoilers here: (Spoiler - click to show)there’s an indication that the protagonist, who’s one of the victims of the villain’s abuse, has wound up with violent tendencies that almost rise to the level of a split personality as a result of their trauma. And speaking of the antagonist, turns out he’s the school janitor, which fits in a not-great tradition of inaccurately portraying the most common perpetrators of sexual violence as low-economic-class strangers. Beyond these specifics, another challenge is that the writing is pretty minimal, as befits its presentation – most locations get only a sentence or two, and even the throes of combat aren’t described especially fulsomely. Doing justice to the emotional heft of the subject matter would require something a little more robust than what the game delivers, especially after it reaches a violent catharsis.

The parser is generally solid enough, though I did spend some time wrestling with it. Disambiguation was often very tricky, and examining objects requires you to be holding them, which is made harder by the low inventory-limit. Still, overall the custom-parser is a good-enough example of coding acumen – I think it’s just married to a game that it doesn’t fit.

Highlight: I usually detest hunger timers, but here it’s implemented pretty generously, so I found it added a prod to move efficiently through the world but didn’t add too much stress.

Lowlight: Trying to get a bunch of pills out of a vitamin packet required something like two dozen trial-and-error commands before I understood how to refer to them.

How I failed the author: I played this late at night, while pretty bleary-eyed, which meant that I really couldn’t read the blue on black text the game uses to update you on your energy levels, so I was flying blind most of the game.

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