(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Allegory is deceptively tricky business. At first blush it seems easy enough: take a situation, abstract it to its generalities to make it more universal, heighten the key elements and emotional dynamics, and maybe add a supernatural element or two that works as a slightly-too-on-the-nose metaphor, and there you are. But that second bit's where the trap-door lies: pretty much any human predicament, no matter how poignant, can sound trite when you state it as a general proposition. Most of the time it’s the specifics that ground a story and allow others to empathize with it. This is where An Aside About Everything didn’t work for me: while this a choice-based investigation boasts some evocative atmosphere and satisfying interactivity, the characters and emotional dynamics didn’t succeed in getting their hooks into me.
Plotwise, the player character – a sort of metaphysical detective who goes by Him – sets out on a missing-persons case looking for a woman with whom he’s got some sort of history, then proceeds through various descents and ascents before slipping to an other-worldly backstage, his steps dogged all the way by a trio of cryptic women who help him surmount the surreal obstacles in his path. It’s all as existentialist-chic as you please (in the movie version, everyone’s always smoking) and there are some interesting choices on offer, as you can lean on different women to help you get through each barrier.
But it all feels bloodless – I had a hard time keeping the three helper-ladies distinct, and none of them seemed to have much subjectivity or for that matter an agenda of their own, besides helping Him on His quest. The different areas you visit are suggestive, but you rattle through them before any has much chance to make an impression. And when you crack the case, the ultimate revelations aren’t especially novel (Spoiler - click to show)(my sense of the story is that it’s ultimately about not being able to let an ex go after a break up)</spoi.er> – sure, there are stories there, but you need to tell them for them to have impact, not just gesture in their direction. Too often, An Aside About Everything feels like it’s holding itself back and contenting itself with allusion rather than committing to something specific.
Highlight: The second sequence, set on an airship, boasts some strong atmosphere and the game’s most resonant choices.
Lowlight: In my first playthrough, I got stuck in the mine area, unable either to proceed or go back to where I came from, and once I realized this wasn’t a statement about the main character’s emotional paralysis, I had to restart (I think I ran into the bug because I went to the mine, listed third in the navigation menu, before the first-listed bar. When I ran through the locations in order, I was able to progress).
How I failed the author: I played the game’s three main sequences in three separate sessions, each separated by several hours as I tended to Henry-related stuff, so that probably contributed to me not being able to keep the characters straight or identify too many clear thematic throughlines.