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Review

The Gift review, January 9, 2024
by EJ
Related reviews: IFComp 2023

The Gift of What You Notice More is a puzzle game revolving around a surreal exploration of the dissolution of a couple's relationship. The PC is in the process of separating from their husband, and is going back through dreamlike versions of key moments in their relationship to figure out where it all went wrong.

You go through three rounds of this, at intervals getting items that unlock new areas within each memory (the game calls itself an escape room, but structurally it’s more of a Metroidvania—as funny as either of those descriptors sounds when applied to an introspective game about relationship failures). This is all in the service of digging progressively deeper in the hopes of unearthing the most fundamental problems with the relationship and figuring out what you need to take away from this experience. The problems are all very plausible, and the game struck a nice balance between being relatable and making the characters specific people with a specific relationship that isn’t meant to be a vague stand-in for every soured relationship ever.

I would, honestly, have loved for it to be even more specific, but in a genre/medium that tends to be as blank-slate as possible, I at least appreciated the level of detail that was there -- for example, the stuff about the PC putting their dreams on hold so that their husband could go to grad school could have gone into more detail about what those dreams were (apparently they also stopped playing the violin at that time, but it's unclear if that's related), but at least it didn't stop at the level of a generic "you've been putting your partner first and not considering your own wants and needs."

To the best of my knowledge, this is the author’s first major foray into choice-based IF after releasing a number of well-received parser games. The Gift brings a parser sensibility to Twine in a way that I thought worked very smoothly. You have an inventory of items always displayed on the right side of the screen; if you think you can use a particular item in a particular location, you click on it, and if you’re right, the relevant link appears. This provides a taste of the parser-style puzzle-solving satisfaction that you don’t get in games where the link appears automatically once you’ve got the right thing in your inventory, but only having to worry about the noun makes it feel smoother to me than the choice-based games I've seen that attempt to bring verbs in as well. (YMMV, but it's just too many clicks for me.)

But although I liked the mechanics of the puzzle-solving, the design of the puzzles themselves didn’t always work quite as well, largely owing to the dream logic that the game operates on. When the internal logic of it worked for me, it felt really rewarding! But there were puzzles where I could figure out each individual step based on the tools I had available but had no idea what my end goal was (e.g. all the elephant business—yes, I get the “elephant in the room” metaphor, but it wasn’t really clear to me what I was trying to do with the elephant), and others where I had no idea where to start (e.g. the moving van scene with the sticks). This is fairly subjective and I suspect that if you polled players you wouldn’t get very strong consensus on what clicked and what didn’t, but there must be some way to give the player a bit more of a nudge in the right direction now and then.

Another minor complaint is that each round involves coming up with three possible sources for the relationship’s issues and then picking one as the issue; this is clearly a reflective choice meant to encourage the player to engage with the story, with no gameplay implications. The thing is, the options didn’t seem mutually exclusive, and there was at least one round in which two of the options felt like facets of the same underlying problem. So it didn’t feel like there was strong in-universe motivation to be choosing just one thing to focus on, and I didn’t feel like I was guiding the character down a significantly different path into their future based on which thing I chose. It felt like the PC realizing where the problems were and what they could do differently in the future was what was really important for their growth, and picking one was a formality that ultimately fell a little flat.

But these complaints aside, I did enjoy The Gift. I like when introspective, issue-focused games have a little bit of whimsy and/or a fantastical edge to them, and this was a lovely example of that, with some smart ideas about gameplay design on top.

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