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A reckless disregard for gravity, December 4, 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).

I’ve never had a dream of falling, or at least not that I can remember, and I’m kind of bummed that I’ve missed out. The feeling of flying through the air seems like it must be exhilarating to me, and without the real-life risk of splatting against the ground, wouldn’t that be an amazing sensation to experience? We All Fall Together takes a different view, however, imagining a Limbo of ever-plummeting bodies caught between a terrifying cyclone that claims those who dive too low and shadowy predators who snatch those who try to slow their fall and drift too far up. It’s a situation that can be read to have a number of different real-life analogues, but it’s not so one-note as to be too simple of an allegory, so it’s interesting enough to support the game’s ten-minute runtime – and while my streak of being annoyed by the Texture engine continues with this game, at least it has a better showing than most.

As in medias res openings go, “you’re falling endlessly” is a great one, so the game makes a solid first impression, and throws in enough incident to keep the story moving – after starting to get oriented towards the situation, you get a chance to engage with several other inhabitants of this strange netherworld, most notably a black-clad figure you call “the Rock Star.” They’re a great source of exposition, and the dialogue efficiently sets up the metaphysical stakes, establishing that there’s a risky but rewarding path that may allow you to escape your fate and return to your loved ones.

Granted, it’s not an especially sharp dilemma, but it’s reasonably engaging and the opportunity to give the Rock Star a pep talk is nice; similarly, while the writing occasionally overreaches and has some errors, for the most part it hits a solid balance between action, dialogue, and jokes. What works less well is the attempt to impose a backstory on you and your interlocutor. You each talk about partners who are devoid of names, genders, personalities, or histories, landing at precisely the least-effective position between specific enough to be affecting, and general enough to be archetypal. The ending still feels rewarding, though, and again, this is a very short game so the offending bits only amounted to a minute or so of reading.

As for the Texture-ness of it all, I thought the author did a good job of picking verbs that were clearly distinguished from each other, and signposting what actions would do. Oh, and I played this one on my phone, and good news, the tiny-text-on-buttons bug I’ve experienced in other Texture games went away! …bad news, I experienced a new bug where switching to my Notes app to paste in excepts or jot down thoughts caused the buttons to stop work. Texture, you take delight in vexing me and have no compassion for my poor nerves – but despite that, I’d still say this is among my favorite games using this engine.

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