Birdland is a very long Twine story (probably at least novella-length for each playthrough) about teen girls at summer camp. They participate in standard camp activities like swimming, they gossip, and they fumble with their developing adolescent identities. This could've been horrible. All the ingredients are lined up for a sappy Hallmark special. But it's not horrible. It's great.
It's written in script format with occasional character illustrations (that are very nice; you can look at them all from the main menu, but they only show up once each in the game itself). What this means, of course, is that practically everything is conveyed through dialogue, and what that means is that major emphasis is put on character interaction. There is no flab. The game is laser-focused on these characters' mindsets.
I have the sense, although I could be mistaken, that you'll get the same overarching story no matter what choices you make. Which is no problem. It is a good story, not just about teen girls canoeing at summer camp, but about the dreams that the main character Bridget Leaside experiences -- strange dreams that seem to have ripple effects in the waking world.
Rather, what choices you make influence sub-scenes in the story by changing Bridget's mood, giving her access to certain actions or cutting them off. You're basically presented with different angles of approach to the same goals. What's especially thoughtful is how the game shows you every possible action, even if you can't choose one because you're in the wrong mood at the moment. This way you know what impact your decisions had. I am growing more and more fond of transparent game mechanics like this.
Since nearly all the writing is dialogue, the dialogue has to be good, and it is. Especially in the dream sequences, where humanoid birds speak to Bridget using stilted, mechanical language. Brendan Patrick Hennessy has a history writing stilted prose. You Will Select a Decision is all about the stilted prose. But whereas that was a pure comedy game, and the prose was stilted because it was meant to be a poor translation from Russian, in Birdland there's more going on. It's still funny in Birdland. The technique is just being used with more purpose.
Actually, Birdland feels like the natural next step after You Will Select a Decision and Bell Park, Youth Detective. Those games crashed together, refined themselves during the crash, and became Birdland. Bell Park herself is a central character in Birdland.
This game made me think about Wes Anderson movies. Moonrise Kingdom specifically. Kids who are more mature than the adults around them, but who are still kids learning how to survive. Kids who find themselves in over their heads as bizarre circumstances develop. Birdland is strong interactive fiction, pushing the medium more toward literature, which I completely support.