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About the Story
You wake up. You're falling. A ceaseless sky and a never ending cyclone greets you. Others fall all around you. No where else to go but down.
Content warning: Profanity
62nd Place - 29th Annual Interactive Fiction Competition (2023)
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Number of Reviews: 3
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This game has a really interesting premise -- you wake up and you're falling toward a void in the middle of cyclone, and you make sense of your predicament by grabbing onto a Fellow Faller and chatting about life, the afterlife (?), and your regrets. The game begins with the promise of a surreal short interactive story, but the interesting bits flatten out pretty quickly.
There are two aspects that could have been addressed that would have really livened up this game to make it the weird and engaging experience that I was hoping for. First, there's very little in the way of interesting characterization of either the protagonist or the Fellow Faller. This FF is described as Rock Star, and fits the bill pretty stereotypically (leather jacket, etc.). There's really just one time that the protagonist shares something about themself, and it's a memory without concrete details. We learn something about the Rock Star's regrets and his motivations for wanting to escape the terminal fall, but this (Spoiler - click to show)(feeling bad about leaving his partner) is also kind of bland and not developed with any specificity. Some distinctive characterization through interesting conversations that push beyond cliches would have made me care much more about these characters and their fates.
The other aspect that could have been addressed was the limited range of interactions and branching options. For most passages, there are a couple of the same interactions: to grab (onto your Fellow Faller), to dive, or to look. In most cases, these actions have the same kind of results. I get that the point of the game is to (Spoiler - click to show)dive into the unknown of the cyclone-void, perhaps dying or perhaps escaping back into life but these actions felt constrained and without real stakes. A game with a limited set of actions or a mostly linear trajectory can work well, but only if other aspects of the game are sufficiently robust to motivate the player -- perhaps if sometimes these actions led to unexpected results, or if the 'morale of the story' was not telegraphed so early on.
We All Fall Together is a short surrealist game about "taking the plunge" and facing things head on. Made in Texture, you click-n-drag actions towards specific block of words to affect the displayed text or move the story along. There is only one ending.
With its fantastical setting (you falling towards the eye of a storm, falling with others), WAFT proposes a very simple and silly game. Yet, intertwined the silliness, the game discusses a very human trait: the fear of just... doing things. Of diving head forwards into things. Of avoiding situations for fear it will end badly...
It was a fine small entry. Though I wished it had dived maybe a bit more into your fears.
This is a brief Texture game about falling in an infinite void. The setting gives me fond memories of the Magnus Archives, but the tone is very different; rather than using the infinite fall to provoke horror or terror, its used here as a sort of metaphor, although a vague one.
You have a companion in this falling, a mysterious person dressed as a rockstar whom you can learn more about.
There were a lot of real choices in the game, as most options disappeared after choosing one. I didnít choose to replay because I found my one playthrough satisfying.