(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).
Beat Witch is something I haven’t seen before: a parser game imagined as a series of high-octane action set pieces. It makes for a propulsive, pacey experience that’s easy to imagine seeing as a blockbuster movie, with sudden reversals, twists, and explosive climaxes coming one after the other. This approach isn’t without its downsides – the traditional parser pleasures of exploring an environment at one’s leisure and carefully thinking through the solutions to a smorgasbord of puzzles are completely absent, as the game pushes you from one adrenaline-fueled sequence to the next – but it makes for a unique change of pace.
Unsurprisingly given the game’s design ethos, Beat Witch starts in medias res, as you jostle your way into a safehouse alongside a bunch of hazmat-suit clad rescue workers dealing with a deadly plague. And just as you start to sort out what’s going on, you’re in for further rug-pulls; as it turns out, you’re not actually part of the team, and there isn’t actually a plague. The ABOUT menu fills you in on the situation through a neat bit of worldbuilding – it offers you the table of contents of a book about the eponymous “beat witches”, dangerous women who have the supernatural ability to siphon off and invest life energy, as well as a fatal vulnerability to music. Just giving the title of each chapter establishes the setting with admirable concision; I was way engaged contemplating “The Choral Uprising and why it failed” or “The phonograph, the radio, and the Great Extermination” than I would have been by a traditional lore-dump.
It doesn’t take long to realize that you’re one of the eponymous witches – but you’re a good witch, not a bad witch, with an angsty backstory from having accidentally hurt members of your family and striving for redemption by taking out the especially evil beat witch who’s made the city her hunting grounds. Of course, once the rest of the hazmat team realizes what you are, they aren’t going to take any chances or ask any questions before trying to kill you – in only a few turns, you’re faced with deadly danger, and once you solve that puzzle, there’s only a fleeting moment to catch your breath before you make it to the bad witch’s skyscraper lair and find the next desperate situation from which you need to extricate yourself.
The game never really stops, shunting you from one well-implemented sequence to the next – sometimes literally, as if you dawdle too long other characters might force you to move on. In pretty much all of Beat Witch’s scenes, you’re at the brink of death and struggling just to survive; there’s little extraneous scenery to explore, and in a convenient bit of worldbuilding, beat witches like you are mute, so there’s no real conversation system to slow things down. And while you’re powerful, your abilities are relatively straightforward, so you only have a few options in any given situation. As a result, things move quick; the puzzles aren’t especially hard, but it feels good to solve them because they have such high stakes.
Beat Witch does run on action-movie logic; if it explains how you knew about the bad witch you’re trying to stop, I didn’t notice that being established. You zip up, down, and around the skyscraper without being especially bound by the laws of physics (there’s an internal monologue and flashback as you fall from the roof that goes so long it almost becomes funny). And your nemesis is a classic motormouthed villain, cartoonishly evil and incapable of shutting up: when, late in the game, she taunted me by saying “think how much you goofed while I squeeze you like a juicy fart”, I imagined the protagonist was as tired of her BS as I was.
But these are all in keeping with the genre the game is trying to emulate, and may be the price to be paid for some really compelling moments like – I’m going to spoiler-block this one so as not to ruin the surprise – (Spoiler - click to show) sky-bridge of semi-animated bodies connecting the roofs of neighboring skyscrapers, or the LIVE command overwriting the after-death menu and heralding your resurrection. The game does have some unforced missteps, though: having an antagonist named “Dr Steve” is a little too goofy for the mood, and while I understand the intended thematic resonance of the final encounter, I think it comes off a bit anticlimactic. But these are easy to look past.
Reading between the lines of this review, it’s probably not a surprise for me to reveal that I admired Beat Witch more than I enjoyed it. I am an increasingly-old fuddy-duddy who likes to potter around when I play a parser game, and I tend to prioritize things like literary prose, thematic depth, and well-realized characters – none of which Beat Witch has much interest in. But I’m pretty sure that for some folks out there, this will be their favorite game of the Comp, and I can completely understand why; it delivers an experience most parser games don’t even attempt, and does so with elan.