(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).
Graham Nelson’s adage about a work of IF being a crossword puzzle at war with a narrative has been rattling around for decades at this point, so it’s perhaps surprising that so few authors have steered into the crossword side of things. By this I don’t mean puzzles at the expense of narrative – there are still plenty of puzzlefests out there, of course – or even literal crosswords – shout-out to 2000’s Letters From Home! – but adopting the crossword puzzle model. Like, most authors (myself included) tend to conceptualize their games as distinct, requiring bespoke narratives and mechanics , or if they’re part of a series, adopting a traditional narrative throughline connecting installments. And yet, for all that, I have cheerfully played the New York Time crossword every day for – [checks statistics on phone] – actually, let’s not get into details, but suffice to say, a whole long time, and the fact that the framework is almost entirely static isn’t at all a barrier to my enjoyment, because the variety in clues and theming is enough to make each one feel unique.
Andrew Schultz is one of the few authors who’s exploring this territory, notably with his series of rhyming wordplay games, of which the present instalment is the sixth. As with a crossword, the basics are the same each time – the player navigates a somewhat-absurdist space, and when prompted with the two-word name of a location or significant object, needs to come up with a rhyming phrase that substitutes a different letter or sound at the beginning, as in the game’s title (we’re miles away from the traditional medium-dry-goods model). The games don’t tend to have very involved narratives, as often-idiosyncratic circumstances required to support the baroque wordplay aren’t really consistent with the Aristotelian unities, but they do have cross-cutting themes that animate some of the more memorable set-pieces and serve to distinguish them from each other. They also all boast incredibly robust quality of life features, from a hint function that tells you whether a guess is partially right and how far off you might be, to a THINK command that memorializes guesses that match the wordplay constraints but require some change in the world model to be effective, to a handy list of the most common English phonemes if you’re reduced to lawnmowering (reader, while I enjoy them, I am not very good at these games and am always reduced to lawnmowering).
It’s a unique puzzle system, and it’s still engaging even this far into the series; you’d think the list of rhyming phrases would eventually run dry, but Schultz is able to keep filling his quiver with clever prompts that make for memorable visuals and fun gameplay. Sure, there’s an occasional clunker (Spoiler - click to show)– HID HUM felt like a reach – but look, you don’t have to do many crosswords before you realize that sometimes some junk in the fill is the price to be paid for a construction that’s elegant overall. The theming on this one is also interesting; it’s more social than the others, with the protagonist suffering a crisis of faith that requires them to find and help other people to reclaim their prior (metaphorical) status as a knight. This idea is present in the introductory text, but also through the gameplay, as several puzzles involve finding different companion characters who can help solve certain puzzles when the right pair are present. I also felt like Bright Brave Knight Knave had a bit more focus on the world model – you’re still not INSERTING X INTO Y, or anything, but there are more puzzles about finding objects which in turn unlock new possibilities elsewhere this time out (BBKK isn’t quite a Metroidvania, but it is a sequel and there’s a boat, so yes, it’s a 2023 Comp entry all right).
I liked these new features, but they did lead to some hiccups, too. In particular, having to decide which pair of followers to bring along when solving specific problems felt like one more axis of complexity than my brain could handle, and exacerbating the challenge, I couldn’t quite get the syntax for swapping them to work (characteristically, there’s a difficulty setting that should automate this process if you don’t want to bother with it, but I likewise had trouble activating it). At about the two hour mark, I hit a point where this meant I got stuck, but I definitely felt satisfied with the portion I was able to play; I’m sure there’s a cool set-piece ending, but I’ll probably wait for the post-Comp release to check it out. In the meantime, it’s almost midnight, so tomorrow’s crossword will be up soon…