(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).
Before we talk about For Eternity, Again and Again, we need to talk about lore.
Wait, come back! Look, I often give lore a hard time – by which I mean the generous slatherings of worldbuilding minutiae that get troweled all over many a fantasy or sci-fi setting. You know the stuff: codex entries going into absurd detail about the botany of a made-up tree that’s just there to pad out the skybox, mythologies that are long on incident but thematically inert, absurdly over-worked discussions of political or economic background with no conceivable relevance to the plot… There are better and worse versions of it, but it’s largely waffle, interesting maybe to think up but deeply enervating for most players to have to wade through (I admit I don’t always fall within the most, since I have a soft-spot for the fantasy economics stuff).
Lore makes for a convenient punching bag, because it’s often the sign of an author who’s more interested in sharing their setting notes than telling a story. But I do fear that the pendulum can sometimes swing too far in the other direction, with authors holding back on important information about how their world works for fear of boring the player. The thing is, worldbuilding for its own sake is dull, but in genre fiction it’s absolutely the case that the player needs to have some sense of the rules governing the pieces of the setting that depart from the familiar real-world milieu. Like, the answer to any question of the form “why did X happen in this story?” is “because the author wanted it to happen.” But emotional engagement requires that dynamic to be disguised as much as possible, so that actions feel like they have understandable consequences and the plot doesn’t come off as bare authorial fiat. The context needed for this alchemy to happen isn’t lore, though it might look like it – it’s stakes.
For Eternity, sadly, is one of those games that throws the baby out with the bathwater. This short Twine game riffs on the Moorcockian Eternal Champion premise, with a protagonist who’s endlessly reincarnated in new situations to carry out quests, and who’s joined by their likewise eternally-recurring lover. But in this latest rebirth, there are worrying signs that this rather cozy cycle is coming to an end. Structurally, the game consists of one conversation with the lover establishing the set up, then a quick transition to a second dialogue as things, predictably, go pear-shaped. This could be a tight, efficient way to get to some drama as these star-crossed lovers are cruelly torn asunder. But it lacks much impact because it’s never clear why anything is happening. Per the opening, “the Universe” has something to do with this whole cycle, with mention of dark tendrils holding different timelines together. That’s an interesting – though not I think especially appealing – image, but it’s pretty hand-wavey. That’d be fine if the focus were on what happened within each cycle, but it’s not; as mentioned, the questy bit is entirely bottom-lined:
It is almost the same as every other hero you have lived as before. You fought monsters, almost died several times, and met companions. All the while your lover floats around you, whispering jokes and loving words in your ear. Well, they were supposed to be.
That stuff actually sounds interesting, but those couple sentences are all the player gets. Instead, you’re shunted into one of I think two distinct endgames; in one, the universe is decaying into an entropic end-state, taking you with it, while in the other, it somehow decides it doesn’t like you and brings an end to your reincarnation dealie. The first thing that makes this feel arbitrary is that your choice of dialogue as you groundlessly speculate on what’s going appears to determine which path you wind up on. But since neither scenario is motivated by facts or observations, just tossed-off brainstorming, it feels decidedly coincidental that your stab-in-the-dark just happens to be right. Beyond that, there’s no previously-established reason why the universe would be decaying, or how, mechanically, it can have opinions and act on them. These ideas aren’t terrible in of themselves, but they’re given no context or buildup: when you get to Act III, you can’t have the narrator run onto the stage, blurt out “oh sorry, there was a gun on the mantel this whole time, forgot to mention it”, then speed off just as a character aims and fires. Rather than situations leading to consequences, this is consequences dictating situations. If the universe decides it dislikes me, what’s stopping me from deciding I don’t like it and I’m not going to play it’s stupid game anymore? Who can say.
The overall weak prose means that these narrative problems loom all the larger. There are myriad typos, starting at the beginning of the game’s second passage, and there are often-bizarre images, like this description of your lover:
Soft skin, plush lips, tender touches, and a voice like a music box.
Or this bit of establishing dialogue, which achieves a sort of low-energy camp poetry:
A huff echoes through your mind. “It took a while to look for you. It will take a short time for me to materialize. The Universe is just playing tricks.”
“That you don’t appreicate.” You say, knowing how much they hate the Universe.
Stupid universe, I hate it so much!
On the plus side, sometimes this kind of thing teetered into hilarity, perhaps intentionally, like the bit where the hero, a mighty immortal warrior, gets punked by a lowly goblin because they’re hanging out flapping their gums while backlit by a cave entrance. But this comedy makes the low-stakes melodrama even more bathetic. I repeat, the concept for For Eternity’s narrative could work, but I needed more of a reason to care about these people and their world to make the story hit home.