Beat Witch

by Robert Patten profile

Horror
2023

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1-5 of 5


Outside the Circle of Trust, December 22, 2023
by JJ McC
Related reviews: IFComp 2023

Adapted from an IFCOMP23 Review

Last year I thoroughly embarrassed myself tossing around a “My Little Pony” reference in reviewing a work without any real understanding of the property. This year, my first impulse was to repeat my mistake by calling this work 'anime-inspired.' From a guy whose son is in the weeds with Anime, but whose only personal exposure was Starblazers/Spaceship Yamato (do I need to say decades ago?), this felt to me like a strongly Anime-influenced work. I have been subsequently informed by folks more knowledgable than me that this is not a compelling analog. *whew* embarrassment averted!

The setup is a persecution-turned-war between humanity and the titular Beat Witches: girls that at some point in their lives (tradition would say ‘onset of puberty’ but the work declines to specify) become mute psychic vampires, undone by music. Pretty cool, and to my untrained eye, could easily be an anime premise. (Also rife with potential metaphorical interpretation, though maybe kind of toxic. To be fair to the work, this does not seem to be its intent.) It is billed as ‘an interactive loneliness’ which is an intriguing blurb to be sure, though ultimately feels tangential to the goals of the work.

The opening is a pretty effective fakeout, though it does trade heavily on player knowledge lagging protagonist knowledge. I am always fascinated by this choice in IF. While this often work like gangbusters in movies - where what we think we see turns out to be surprisingly wrong – its use in IF carries more burden. When we are invited to inhabit the protagonist, there is a presumption of agency and alignment on the player’s part. When the twist is revealed it immediately creates a break between player and PC. It is a betrayal of sorts, made personal to the player rather than something they appreciated dispassionately. If the work leverages this frisson it can be quite interesting. If it apes movie tropes without understanding the difference, it cedes a goal in the first minute of play, and is playing catch up from there.

In the case of Beat Witch, it doesn’t feel intentional in the sense of deliberate player effect, but it is super consistent with gameplay. The game continually denies player agency to distancing effect. Mainstream puzzle IF can be uncharitably characterized as ‘on rails’ (narrative IF typically even more so). The author is positing a problem to which they have a solution in mind, and until the player regurgitates that solution they are blocked. But if the intent is to put the player in the driver’s seat this must be offset by real or perceived autonomy. The act of puzzle solving itself is one method, one of the first. Enabling multiple paths/solutions is another. Really deft wordsmithing to make the player feel autonomous and not detect the strings being pulled is yet another. Even something as simple as ‘open world exploration’ can give the player a flavor of it. Sure, to advance you have to do the specific framistat jiggering the author wants, but at least you can do it on your own time.

For my playthrough, none of these were in evidence. The vibe the piece is striving for is a hyperactive enhanced reality of action set pieces and cool visuals. Pace is absolutely a key element of all that, but the author refuses (maybe justifiably so) to trust the player to play along. Instead, the play space is constrained, choices are telegraphed the moment they’re needed and rejected any other time. A sequence that drove this home for me played out as follows:

- aah! bad things are happening, let me look around and see what I can leverage in the environment!
- (para) “Wow things are bad, but nothing is revealing itself”
- yikes! ok, let me try this other thing
- (para) “Well that didn’t work. You should probably look around now.”
- really, game? should I? should I look around now? ok, >L
- (para) “Hey! Here is this thing that is the only thing that will help you now!”

Even when I have the right idea, legitimately arrived at through player initiative, the game rejects my input because it prefers to LEAD me. That was particularly enraging, but the work makes these choices all the time. It is common that you only have one cardinal direction to move from place to place. The protagonist has unspecified ‘powers’ of some sort, and the game is super-ready to tell you ‘sadly that is not one of your powers’ but never tells nor provides a mechanism to define what those powers are! Then, powers (most especially super strength) that might have opened doors for you earlier are suddenly revealed. But wait, there are two powers the game explicitly tells you about, but almost never rewards their application! Except when the game DEMANDS their application. Even what may be the only legitimate choice you as a player have, how aggressive to be with the villain, is undermined because you are asked to specify it before you’ve actually met the villain. As a player I mean. The protagonist sure has a backstory that could inform things, but that is opaque to the player at the time of selection.

So, how much do you like the specific vibe I am describing? Because if you do like it, there are things to enjoy here. There are some effective, over the top horror and action set pieces. The pace is often frenetic and twisty. Physics is routinely sacrificed for a cool visual, things like teeth flying over modest impacts, glass shards defying physics. There are fun plot twists and a monologuing villain that falls short of even a single dimension but is so committed to their one note as to be entertaining. Even the details of the Beat Witches are just strange and specific enough to ring some bells. I would be remiss if I didn’t mention the sole gameplay moment that landed for me: (Spoiler - click to show)a death scene and the subsequent, standard RESTART, RESTORE, UNDO or QUIT prompt was recontextualized in a delightful way. Unblur with caution, you probably want to experience that for yourself.

For me, it was not enough. I chafed at the author’s heavy hand too much to enjoy the rest. Mechanical and I’m going to call rejected player agency as Notably Intrusive. On top of that, I am THIS CLOSE to a penalty point for the line: “squeeze you like a juicy fart” but will refrain.

Played: 10/6/23
Playtime: 1.5hrs, finished
Score: 4 (Mechanical, Notably on rails)
Would Play After Comp?: No, not what I come to IF for

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1 of 1 people found the following review helpful:
Beat Witch review, December 21, 2023
by EJ

Beat Witch is a parser game that takes place in a world where some girls, at puberty, suddenly turn into Beat Witches, a sort of energy vampire for whom music takes the place of garlic or holy water. The PC is one of these witches—the well-meaning “reluctant monster” type, who tries not to kill when she feeds—and her goal in the game is to take down another witch, one who has no such compunctions.

The game is fairly linear, not just in the sense that it lacks plot branching, but in the sense that it doesn’t often let you wander and poke around. There’s generally one specific command the game wants you to type at any given time and it won’t recognize much else, other than examining things. And even going that far off-script can be risky; sometimes if you don’t do the thing the game wants you to do immediately, you die.

When you type the right thing, the next bit of the story will be delivered to you in a large multi-paragraph chunk of text. Even on my gaming laptop, which has a large screen by laptop standards, this was almost always more than one screen’s worth of text, and sometimes more than two screens, so I was constantly scrolling back, trying to find where the new text started. This was a bit of a hassle, and to be honest, if I’d been playing on a smaller screen I don’t know if I would have had the patience to make it to the end.

I have to admit that as the game went on, I wondered more and more why the author had chosen to make it a parser game. It isn’t really taking advantage of the strengths of the medium (the sense of space, the object manipulation) or doing anything that hypertext couldn’t do, and I think I would have had a much smoother reading experience had it been a choice-based/hypertext game. The constant back-scrolling was frustrating and undermined the sense of propulsive forward motion that Beat Witch seems to be going for. Besides, if I’m going to be discouraged from interacting with the environment, I’d prefer to just get rid of the illusion that I can do so. It’s distracting to be constantly wondering if maybe this time there might be something interesting off the beaten path. I’d rather be put on some visible rails and know for a fact I can’t deviate from them. (Plus, the game’s recurring problems with unlisted exits couldn’t have existed in a choice-based game, but that at least is relatively easily fixed.)

In a work without much gameplay, the writing has to do most of the heavy lifting; Beat Witch has mixed success on this front. It has an atmospheric depiction of a mostly-abandoned city and some effectively gross horror imagery, and the loosely-sketched worldbuilding was intriguing. The emotional beats, however, didn’t quite land for me; you get too much of the PC’s backstory and motivation in a single infodump, and it feels a little inorganic. I would have loved to get that information parceled out over the first half of the game via the PC’s own memory so that her brother’s recording didn’t have to cover so much ground. I also feel it would have worked better for me if I had actually seen some of her idyllic childhood before everything went wrong. I think that would have made finding out what happened to her more immediately, viscerally painful, which then would have made the ending more satisfying.

There’s some interesting stuff in Beat Witch, but in the end it felt to me like a story that was constantly fighting against its format, and between that and the uneven handling of the main emotional arc, I was never as fully immersed as I wanted to be.

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2 of 2 people found the following review helpful:
Effects pedal to the metal, November 29, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(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.

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1 of 1 people found the following review helpful:
Linear thriller about music-based witchcraft, November 22, 2023
by MathBrush
Related reviews: about 1 hour

This parser game had a really strong storyline and distinct worldbuilding, with some pretty fleshed out characters and interesting UI.

You are a beat witch; you see, some adolescent girls wake up one day with the power to be hurt by music and to use music (and other things?) to affect others.

The entire city has been blasted by an EMP and thousands are dead, so everyone’s blaming you, and you have to set things straight.

Music is frequently mentioned in the game, and is included in the game itself through vorple. Color is also used, and there is frequently either timed text or text that scrolls when you hit a button (I think it’s mostly the latter).

The story is at times gruesome and at times cruel, with some kindness mixed in. There is a lot of control, whether through magic or force, and a lot of deception. The villain is a definite villain, and some of the lines are darkly effective, although some are a bit weird (I swear at one point they said (Spoiler - click to show)I’m gonna squeeze you like a fart.)

The gameplay seems entirely linear; at times there are choices you can make which are remembered and mentioned later on in the game, but mostly it seems like the game is designed for you to find the trigger for the next cutscene. Its generally smooth and I rarely had difficulty finding what to do.

So, overall I’d say this is pretty high quality. Something for me seemed slightly missing from the story; maybe more breathers from the intensity of the action? Something to add more contrast to make the dramatic moments pop out more. But the styling is excellent and the writing is very descriptive.

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3 of 3 people found the following review helpful:
Woah., November 6, 2023
by Max Fog
Related reviews: IFComp 2023

A crazy story with some extremely vivid moments (the bridge of bodies, falling, and the immediate aftermath with LIVE. I loved that.) and a strong sense of madness to it. Unfortunately I didn’t understand the whole bit from the eating of the headphones to the bridge (who was that other person? What was actually happening?) but overall pretty good.
An extra bonus point for the US Government speech. That was really, really good and I think people need to read it. It gives off a strong vibe with lots of meaning: people who have been born with no voice in the world (no say in what they can do), and are not even treated like people because others know they have the power to fight back.

Song: Paranoid Android. Personally my favourite song. Some of the lyrics relate really well.

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