(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).
Everyone remembers the first time they truly understood death, I suspect – the moment when it toggled from a frightening but abstract notion, one of a million things about being grown-up that kids have to accept but don’t really get, to the viscera; and frankly terrifying revelation that anyone, anytime can be taken, with no exceptions or escapes or ways back. I was a sheltered kid, so for me that didn’t happen until just after I turned nine, when one morning on the way to school the radio said that Jim Henson had died. Of course I knew who he was: the Muppets and Sesame Street loomed large in my childhood. I tried to hold myself together, but then they played Kermit the Frog singing Rainbow Connection, and I lost it, blubbering as my harried mom dropped me off.
As a result, while it took me a while to figure out what Put Your Hand Inside the Puppet Head was doing, once I twigged to it I immediately was on board. It’s a Twine game built around a recently-deceased puppeteer who’s clearly modeled on Henson, albeit with significant differences in biography (Malcolm Newsome is a Black millennial from Lancaster, CA); there’s a Disney-style megacorporation threatening to buy out and bulldoze his studio and a tabloid narrative saying that Newsome died of a drug overdose threatening to undermine his reputation. The player character is a former member of Newsome’s troupe who’s snuck back into the studio to try to figure out what really happened, fight back against his enemies, and reclaim his legacy.
It’s a great premise, and like I said, one that resonates with me. But the reason it took me a while to realize that was what was going on is that the game initially presents itself as a heist – actually, you’ve been hired to try to steal back as many of Nesome’s puppets as you can before the compound is demolished. And once you enter the first of four buildings on the lot, the set-up is quickly complicated by a pair of twists that come in quick succession: 1) once you grab the first puppet you find, you’re compelled to put it on your hand and it starts talking to you, and 2) there are monsters, bastardized puppets who now patrol the compound on behalf of the company that’s coming to bulldoze everything. Despite the game’s blurb claiming that its genre is horror (well, “mascot horror”, whatever that is) this isn’t played for as many scares as it could be – in particular, while it’s weird that the puppets appear to be sapient, they’re friendly, and actually quite helpful, as the most important ones each have a special power that can help you navigate through the maze-like interiors of the studio’s buildings, find your way around the various locks and obstacles, and evade or defeat the monsters.
Gameplay-wise, then, we’ve got a sort of Muppetvania, as you gather keys and new puppet powers enabling you to traverse more of the game’s world and in turn obtain yet more keys and puppets. It’s a pretty big game, and while you don’t need to recover all 14 puppets to get the best ending, I found the gameplay loop compelling enough to find all but one (and my failure to go the distance might have been due to a bug rather than a lack of commitment: (Spoiler - click to show) the puppet-detecting puppet kept telling me there was another to be found in the sink of the dishwashing area, but when I searched there I couldn’t find anything). Each dive into a building makes for a tense game of push-your-luck, as you attempt to explore and search every room, identify obstacles and hidden exits, try to work out the pattern of the monsters’ movements (there’s a different one in each building, and they all have bespoke movement strategies), and then flee so you can come back with the puppet or puppets you need to make progress. It’s fun stuff, even if I defaulted to undo-scumming more often than I like to admit.
I’m not sure it fits well with the broader ambitions of the game, though. For one thing, you’re limited to carrying at most two puppets at a time (and if you’re full up on puppets, you won’t have a hand free to pick up keys), so to speed up the process of recovering puppets from the buildings, I tended to eschew the ones with utility powers in favor of the ones that were strictly necessary to solve puzzles. Because the author’s coded in a bunch of neat interactions where puppets give commentary on the workshops and soundstages you encounter, as well as putting in unique dialogue between each pair of puppets if you wear two at the same time – but I know I missed out on a lot of that. This is a shame because I really did like the cast; all the characters seem like plausible members of a Muppet-like ensemble, and had winning personalities in their own right. And missing out on their commentary in the studio areas meant that they felt more like monster mazes than opportunities for environmental storytelling that enriched the game’s overall themes.
The other disconnect is that it turns out that the real villain of the piece isn’t Disney-branded monsters, it’s systemic racism. I’m going to spoiler-block the rest of this discussion because this is a big late-game revelation, but I can’t help discussing it in some depth. (Spoiler - click to show)Turns out there’s one particular puppet who has a camera built into her, and she recorded Newsome’s death, which is different from the vague “maybe it was a drug overdose” story you hear hinted at in the early game. Actually, he was pulled over by some LAPD cops who got angry that he wasn’t sufficiently deferential, so they murdered him and planted drugs on his body to cover up their crime. I’m deeply conflicted about this plot point; on the one hand, I liked the way the game foregrounds Newsome’s experience as a Black man in the entertainment industry, and God knows we’ve all seen enough examples of police violence and even killings of Black folks in recent years. But at the same time, this is an exaggerated, if not cartoonish, take on how these incidents play out. I’m maybe especially sensitive to this because I work for an LA-based civil rights organization and know some of the groups and people who helped reform the LAPD post-Rodney King; they still do a bunch of racially-biased stuff and much of my day job involves working to shift funding from policing to community-based alternatives, but for all that the story as conveyed by the game didn’t feel plausible. And again, the struggle against the monsters and the company that made them turns out not to be all that on point with what actually killed Newsome.
Put Your Hand Inside the Puppet Head does end strong, with a lovely epilogue where you explore a museum exhibit that’s been built around the puppets you recovered, encountering Newsome’s family and colleagues to explore the impact he had, and, at least in my ending, seeing his legacy vindicated. It’s really well done, and gives the player a strong sense of accomplishment as they end their time with the game. But again, its elegiac tone and more grounded themes (race is again a major factor) are at odds with the maze-y horror bits that make up the innards of the game. Again, I think those innards are good, but I’m left with the feeling that this is a game whose components are all quite strong, but which don’t necessarily reinforce each other all that well – it’d take a master puppeteer like Mal Newsome to stitch these disparate parts together into a unified whole.