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Peruse an ancient library in which all learnt things reside, including Shaanxi - the omniscient spirit of knowledge. Shaanxi offers you three interweaving tales, one of which is yours. Discover where you came from, why you came, and why the world will never be the same after you leave.
This story contains mystical beasts, menacing pirates, a journey across the world, and one lovely little goat.
Content warning: Contains scenes of violence, illness, and death.
| Average Rating: based on 5 ratings Number of Reviews Written by IFDB Members: 3 |
The play within the play’s the thing to cache the context of the sting, so The Library of Knowledge nests its narrative inside a haunted echoarium. A library, with its trove of closed stories, offers an uncanny mediation in which the narrative’s desperate incantations can curl into a place outside of time, the breath between the storm: “The candlelight wavers, and then recedes, like an ocean flattening before a tsunami, twisting and turning through ribbons of bright emerald and heavy black smoke. Suddenly, it disappears, and you are cast into inky tenebrosity. You feel your breath exhale in the bitter, uncomfortable air.”
In this narrative layer that retains the immediacy of our engagement, we encounter the ancient spirit of Shaanxi, a primordial knowledge god, and beseech its library for answers to our questions, which, for a moment, are suspended unknown in the mist. If this sounds eldritch, as liable as Hermaeus Mora to opt into tentacles and terror, then The Library of Knowledge adeptly presses through the tropes to cast the scene to stronger, more compelling emotions: ““Sad?” Shaanxi gazes hazily away. “It did… for a long while I felt… lonely. I’d read every love story ever written, every ballad, every sonnet, but… I knew I’d never truly understand the ecstasy of being seen, the warmth of being loved. It was all just letters on a page, a vibrant world observed behind greying glass.” / “What changed?” You inquire. / “Well I suppose I realised something… Just like a mother loves her fresh-faced babe, I too love these small, funny, vibrant little worlds… And just as that newborn child will stare back at its mother, not being able to comprehend the vivid colours of her face or the workings of her brain, or how, when its older, it might call her cruel for not bowing to its every whim and whimsy, that child still loves its mother, its creator… in its own curious way. I do not need to be recorded in paper, for paper too will one day fade, but I am content if even tiny fractures of my existence remain in the memories of those who are worthy.” This touching combination of fear and heart pervades the library scenes to give it a lustrous sheen supernating the substance beyond tepid renditions of shadows upon shadows.
The strength of that combination supercharges when rilling through extravagant passages, like this one that builds nearly baroque in its transliteration of one sense into another: “Their piercing, visceral choir is constantly shifting… one moment it’s a harmony of wordless whispers slipping across oily scales or burning snakes writhing in agony, and the next it’s hundreds of mice scurrying across wet stone, and then it’s… is that laughing? Is it screaming? Is it weeping? The cacophony crescendos into a violent shrill that penetrates the deep of your skull, threatening to split your skin from bone.” Given how physical sound is, how you can feel music reverberating within you, this passage plays upon a twilight synesthesia primed to resonate within us. As with any combination, though, you have to remain careful, because it can easily trip too far in one direction and clatter the delicate mood, like this offnote joke from Shaanxi: “Hmm… ancient civilisation… world creation…doomsday…cheesecake recipes… Ah! The world of Elandris. Now, what specifically do you want to know?” But when it works, The Library of Knowledge enrichens its shadows with subtle shades of black in an oilslick rainbow gradient.
Which queues up the primary disappointment in The Library of Shadows, that this layer is just the uncanny mediation of nested narrative layers which prove not nearly as striking. In Shaanxi’s library, we read from two books: one about the world and one about the narrator’s life. The world book is just a loredump about a lightly fictionalized China and a heavily fictionalized Europe, a wiki summary made more egregious by the fact that most of this exposition ultimately holds zero bearing on the rest of the story. Like the provinces of the ersatz China are literally just Xinjiang, Jiangnan, Guangdong, and can stand in for themselves, while most of the original bits, like the Roselith empire, prove little more than backdrops. The entire world book could have been excised and you’d still more or less intuit the details.
As for the book of the narrator’s life, the strengths of the mediation layer’s prose rust, blunting into backstory blandness: “Over the next two months, Doi and Setsunai travelled by foot to reach the western border of Yanxia; the pair hiked over the winding waterways of Zhejiang, past the abundant rice fields of Jiangnan, through the blistering sands of Zinjiang, and into the rich coastal region of Shandong. / After some investigation, Doi concluded that the area most likely to facilitate her voyage would be the small town of Kowloon, which sat nestled in the Shandong caves. Due to the town being hidden away from nearby cities, and the convenience of being situated close by to the Spectral Ocean, which separated Yanxia from the west, the town had become a safe haven for criminal activities - specifically pirating and smuggling. / First, Doi visited the docks, and asked around for any spare work, citing their previous experience as a deckhand, but the townsfolk were suspicious of foreigners; they took once glance at Doi’s bright white hair and ignored her. So instead, Doi went to the tavern to play mahjong with the locals. She played precisely and shrewdly - winning enough to break even and then, as the locals began to complain, would fumble their next few games. Doi laughed alongside the locals as they all counted their winnings.” It feels more like someone’s relaying to me a story than telling me a story.
Given that these nested layers make up the majority of the story, ultimately The Library of Knowledge sags. Nevertheless, when it revels in its immediacy, The Library of Knowledge can spark out highlights that make the journey memorable. Even within the nested layers, pearls gleam that remind that, if the muddled whole remains inchoate, care and skill still enchant its turbid trundling.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).
Oof. Despite being a sucker for libraries, knowledge, and (presumably) libraries of knowledge, I did not get on well with this one. The pitch is compelling: you’ve found a magical shrine that plays host to an all-knowing spirit, a collection of all the world’s wisdom, and a masked library attendant with a secret, and now you can ask to read any book you want. Wow! That is a lovely idea, and if the realities of implementation mean that of course the promise of “any book” can’t come close to being delivered, at least it’s a compelling illusion.
Sadly, after establishing the setup, the game quickly began to lose me. Partially this is because there are only three books on offer – specifically, two short-ish ones that establish the background lore of this fantasy world’s two major nations, delivered in DnD-manual style, and one long one that’s just the story of how your character came to the library, which of course you already would know and wouldn’t bother wasting time on. Partially this is because the prose doesn’t really live up to the fantastical premise:
"Your breath catches sharply in your chest as the last of the incantations die on the biting wind that whips around you. Streams of pale moonlight flicker in past the broken beams overhead, sending a cascade of sprawling patterns through the old, fractured glass. Ancient words scrawled onto a faded scroll bleed off the edges of their crumbling paper, spilling a black mist onto the cold stone floors which slips and slides into the dark corners of this dilapidated temple."
Adjectivitis, unvarying sentence structure, small grammar errors; it’s not awful but it’s not a high point either, and since the game is almost entirely walls of text – there are some engaging choices towards the endgame, but for the most part you’re either picking “turn to next page” or “turn to next section” – I really found myself wishing for better prose.
As for the content, I found the DnD manuals competent but rather uninspired. One nation is fantasy China, with the serial numbers not even filed off – the provinces are literally just real-world Chinese provinces. It’s got a whiff of Orientalism to it (did you know the lands of the East are ruled by “an ancient and magical dynasty”, that the people are “deeply spiritual and honor their ancestors above all else”, that they “practice martial arts as a way of harnessing [chi] energy”, and are ruled from a capital that is “a place of intrigue”?) but I think this is innocent; the country’s multiculturalism and openness to immigration are held up as a strength, and contrasted with the xenophobia of the western nation (which is Europe-flavored but not a direct insert of anyplace in particular; it’s just general fantasy bollocks).
It’s all serviceable enough, but unexciting to slog through, all the more so when the author occasionally loses track of the lore (there’s a bad-guy cult alternately called the “Band of the Dark Sun” and “Band of the Black Sun”) or draws too-direct inspiration from pop culture (there were a bunch of killings at a recent marriage, which has become known as the “Crimson Union”). And none of it actually winds up being all that relevant to the main part of the game, which is your character’s autobiography – the setting details are sufficiently straightforward that they could have easily been explained in the course of the story.
This bit does have some zip to it; it’s maybe paced a little slowly, and sometimes drops to bottom-line narration when writing out a scene would have been more effective. It also isn’t self-aware of how funny the premise sounds (you go on a world-shaking quest to find a cure for the ailing goat that’s your last link to your family); it’s offbeat enough to work well, but I think needed more time establishing the stakes and emotional connection between the main character and the goat. But once it gets moving, it executes YA-style fantasy novel tropes solidly enough; this isn’t my genre of choice, but even I got a kick out of the various double-crosses in the pirate section. Then things kicked up again after the story wraps, as the protagonist does face an actually-challenging set of decisions without a clear moral compass to make their choices easy.
As a result, my view of the game improved as it went on, but it’s still hard to recommend this one. The author’s got enthusiasm and some talent, but the game we’ve got feels too much like a first draft – there’s a lot of unnecessary cruft and an awkward frame that doesn’t cleanly mesh with the main substance of the story, along with prose that needs some polishing. Of course, every great game started out as a terrible first draft, so this is no bad thing by itself – but hopefully for their next game, the author will be able to spend more time figuring out what they need to say and what they don’t need to say, and revising their work to foreground the most compelling parts.
I was curious as to why this one wasn’t just a prose story, then I checked the author’s website and saw that the bulk of it already *was* a prose story. It seemed not-quite-interesting-enough to be a prose story by itself but much too long to be a book within a proper game…unfortunately I skimmed a lot of it wondering when choices would actually happen in the IF game, whereas if it were presented to me as a short static fiction I would’ve read more carefully and enjoyed it as it was clearly intended, i.e. a novella.
It felt like that prose story with 0 choices was The Point of the game with the other history books being backstory and the choices being somewhat window dressing to wrap up that story. Even at the end of the game when choices ostensibly come back, it’s pretty much “click to progress” which was functionally the same as the “turn page” button in the book parts. I think the crucial branching choice was basically deciding whether Anhah (or whatever the spelling was) would stay in the library or we would take her with us.
At first I was confused as to why the East was pretty 1:1 with actual Chinese history, locations, and mythology and the West was really fantastical and not really grounded in actual history (at least as far as I could tell?), but upon writing this review I realized that it’s what Europe *always does* to China so maybe they need a taste of their own medicine!
In short, if I wanted to read a short story I would’ve just read a short story, not tried to play an IFComp game.