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Spring Thing 2023: Repeat the Ending, May 27, 2023
Related reviews: Spring Thing 2023

Of the unstably mediated manuscript genre, let’s select The History of the Siege of Lisbon by Jose Saramago as our analogue: an initial idea is intervened upon by a cascading negative that creates a complex call and response between the text and the lived experience of its creation. Similarly, here we have a notional IF game from 1996, represented as a 2003 edited transcript, that encounters a cascading negative response, represented as a series of commentaries which assume a scholarly authority from which to belittle, delimit, and assail, which causes a revised IF game with renewed endings. Crucially, like Saramago’s novel, there aren’t delineated layers, which is why we should steer away from the decomposing mediator before the intractable artwork Pale Fire by Vladimir Nabokov, but rather the vivacity thrives in the interplay, with a seething of paratexts and a dizzying chronology destabilizing the only complete layer, the parser game, into a melange of multideterminate frays.

Which compounds the complexity of our already heady with subversion traversal of the acupunctured text. The game is structured around identifying failstates before progressing to the required action. In each phase of the game, you get points for discovering alternative endings, with different final endings depending on how many points you’ve collected along the way, with the normative ending, as represented in the 2003 transcript, is itself a failstate that you need to subvert, sloshing us nauseously back where we began: “You open your eyes and stare at the pocked expanse of sheet rock before you. “Not this shit again,” you say, referring expansively to the totality of matter, movement, and time. You keep turning up for these days, again and again, and the best that you can say is that things haven’t gone downhill. Well, unless you die, 1996 is going to be better than 1995. You know what? It will be better even if you do die.” The goal, then, is to break the cycle, find some way to invest the disparate energies around you with enough rebellious reinvention to eschew the repeated ending, the increasing certainty of closure against which we must rebel in defiant expressions of agency, writhing of the wounded animal opposed to the depressive selfloop to decay, banging desperately at the edges of possibility to rearc your terminal momentum.

Charging us to defy this progression is the notional maxim the author supplies us to refuse their construction: “Refusing the tyranny of the author” unites the metafictional edge around the narrator’s ability to confront himself, resulting in the deconstructive moment that unarms the patterns that have crowded out the blank page’s freedom. You can escape the laws of ever increasing entropy to suture a sense of moreness you have been bleeding all the while, resurging lost energy to achieve some equilibrium sustainable against the worldcrashing loss of your mother, a newfound capacity to believe in alternatives to recapitulation that sustains the endings we freshly envision against those preprogrammed: “The author of my troubles stands before me. How many times have I entered that hospital room? As many times as I have entered, I have never once left. Not really. Not like this. I have never been here, talking to him. I have been in the dark, but I have never been in this dark. It belongs to him, not me. I never had the courage to escape this day. I only ever tried to run past it as if it were a cemetery at night. I wanted to end what I ought to have overcome instead. This day, repeated endlessly, is a thing he has done to himself: a trap he has laid for himself. Everything, all of it, has always been about him. “I want to apologize,” he says. “I haven’t been kind to you. My own father was educated. He had a doctorate in American Studies. I grew up surrounded by books, reading them and talking about them. I took that from you. I never let you have that. My own father went around cleaning up after my mother his entire adult life. With his help, she was able to live a long time. Have a career, even. Almost everyone that she knew considered her a success.” / I stare at him, this dimension-hopping non-uncle of mine. “Why did you do it? How could you do it? You made me and my mother so sick. How could you force someone to be that way? What’s wrong with you?’ As soon as I say it, I know that there’s no answer. He’s even more messed up than I am. He is driven to relive his shitty childhood in a loop, again and again… he can’t help but repeat the ending. / “My boy,” he says, “my son. That’s why I am here. I am setting you free. You’ve found the edge of this simulation, of this narrative. You’ve broken through. You’re free to push beyond it now, to do what you will. To live.” He turns, and begins walking away, into the void.” The healing moebius twist occurs through a beginning, a path that leads beyond where all else ends. The repetitions are revised in a new reflection, no longer collapsing upon itself, but capable of believing external to its textual recursions. Crawling through the metafictional layers from 1980 to 2019, we supersede the prayer for cessation “If you had the whole thing to do over again, you wouldn’t” with a redemptive second chance: “I am deeply grateful to all who have given Repeat the Ending a second chance; perhaps this phenomenon is better called a kind of grace.” The torment from the original ending can be overcome, we can become someone new.

This therapeutic selfdialogue isn’t quite so easy, of course, repeatedly battered as it is by a relentless hurricane of voices, endotextually through the demoness and paratextually through various reviewers and scholars, infusing various strains of disdain into the process. For a game that generated enough interest to warrant a critical edition, basically everyone seems to hate it. Layers of (self)loathing compress basically every feature: we invest order into a pile of clothes, and the resulting cleanliness shimmers a brief reprieve: “For the first time in a month or more, we feel a profound sense of peace disrupt the unending yammer of hateful self-talk that runs through our brain.” Except essayist A.H. Montague bursts in to characterize the scene as miserabilist and classist, and before this metafictional harangue dissolves both scene and critique into a new direction, Montague launches a critique against this very metafictional direction, spinning everything into allencompassing rage: “Many objects in the trailer can be invested with the SEETHING ORDER, and each case leads to a different, fatal outcome. The narrator, who seems to be the “body” of the protagonist, blames his thinking, agentic counterpart for his suffering. This second half of an agonistic dyad is more than likely meant to represent the player. It is reasonable to interpret Cook’s narrative structure as an accusation directed at audiences, who are not merely passive observers but partners in accountability. Naturally, this tactic conveniently shifts blame away from Cook’s own self-loathing ableism.” No reprieve obtains, negativity reenforces the collapse, everything back into chaos, psychic bleed of the game’s own selfawareness. This cocooning negation oozes numerous paratextual layers, becoming rather baroque in its intricate selfdisstory, including even a surprise passage featuring Mike Russo as antagonist reviewer.

While these inflows of selfloathing form a core emotive thread in the work which helps establish the breathlessness of the struggle, the recurring impulse in the work to bury itself results in you always being held at arms’ length from any genuine textual engagement. Whenever you encounter an idea, the metafiction jumps two steps ahead of you to desecrate each step before you get there. For instance, the opening scene has us play as the demoness, and we siphon a psychic bleed from the mother, which leads into the core gameplay conceit that you can invest people and objects with intangible energies. Readers will encounter this idea, and go, okay, the game is saying something about how trauma effects trauma, and maybe that plays into whatever is going on with the endings and progress, except then a footnote immediately slaps it out of your hand and goes yeah obviously, what a level one insight, don’t you realize how much more is going on? “Given Cook’s interest in themes pertaining to mental illness, it is tempting to see the cycle of loss and inheritance dramatized here as metaphoric, but his own comments have been characteristically cagey.” In your traversal of the dense layers of metafictional reference, you are constantly playing catchup, which prevents you from bathing in any of the streams you cross. To untie the knots into narrative, you start mining your way down through the metafictional chronology, which keeps talking about instead of you inhabiting, but then by the time you get to the bottom and start working your way up through the metafictional narrative, you’re climbing back up all that talking about instead of you inhabiting. This happens with the point system, the hint system, the magic system, any moment which on its own could be an interesting artistic turn in itself is immediately turned on itself through layers of ironic distance and precipitative dismissal, a haughty cleverness that harangues the reader with how it has already read itself reading itself and so you reading it has nothing to offer. Combined with the relentless layers of selfloathing, it can often feel like you’re being mocked for trying to work your way through the complexities: “Though your decision was foolish, I cannot fault you for pressing against the edges of this oppressive narrative. / This outcome has earned a rating of Rage Against the Machine/10.” Okay, but it has to start somewhere, it has to start sometime, so what better place than here, what better time than now?

Which of course is the point, right, this is a game that hates its own construction, which consistently assumes the position of the other to harangue its features, so insofar as we are located within the text, we’re grappling with all the doubt and dismay pouring in from everywhere, sure; metafictional inclusion, where every experience of the experience is incorporated into it as intent; but that comes with a cost, which is that the hyperpermeability of the plasmatic layer loosens its richness into the voids above and below, freezing over. Given how much is going on at any given textual layer, sometimes I think the full extent of its genuine originality can be blunted. For instance, the concept of manipulating entropy to navigate an introspective journey against recursive tendencies to decay is particularly poignant and is rendered deeply engaging through high concept nodes like the demoness and the psychic wounds. I want to dive into these, explore their emotive and intellectual depths! Features compelling in themselves without the layers and layers of also and/or despite. I even enjoyed its simple pleasures like “an adolescent primeoid gazes into a brightly glowing scrybox” translating a child at a computer. Even at the metafictional layer, the parallel of Drew Cook the narrator and Drew Cook the ingame author with Drew Cook the metafictional author of the 1996 game and Drew Cook the metafictional author of the 2019 revision is redolent with echoes and could have been the propulsion of an entirely new approach to the paratextual whole. So many of the ideas here don’t require repeated selfreferential undermining in order to spark into meaning.

So I’m going to rebel against the tyranny of the author and talk about something once said by Drew Cook, whose work we have not yet mentioned: “it seems clear that the defining, necessary trait of interactive fiction is its capacity for simulating subjectivity and the experiences of the Other.” The player, entangled into the triangle of self, narrator, and agent, accepts the trajectory of the Other as experiential unfolding, subjected into their worldline, but what happens when the subjectivity includes itself as rupture? In the Nelsonian nineties, reveling in the undead possibilities of Infocom’s reanimated Z Machine, how can our experience of agency effect our expectations of forward, accumulative motion? “Zork has countless choices, but only two endings: death and victory (the many deaths are treated the same way). What is the relationship between agency and empathy in interactive fiction?” Zork allows us forward only as we assume the characteristics of its adventurer persona, until the dungeon yields itself to us as master, treasures accumulating your points to your ended according to its rule. The alternation of death and continued subjection, in either endings accepted into simulational oblivion or recursion into victoriously wrought into recursion, a brittle point tapering experience to which we return and return, unable to break through, what if this isn’t triumph, what if we regret the path, what if we want to go backwards? What if our forward motion is bleeding us into acceptance of an other we increasingly (do (not)) recognize? What if the cascading negative is not the destruction of something, but compulsion towards what elsewise we would write? What if our stories unfold even past the point where the intensifying pressure folds the narrative in on itself? What if there is a tomorrow not reached from all these yesterdays? “It is easy for a game to have an incomplete story if the player considers a fail state the ending.” Is there a game whose completeness elevates beyond the dimness at which it is finished? Amidst this phantom gallery, where do the colors bleed when they fall from the frame? “If meaning-making is a shared effort between artist and audience, then influence is not a family tree. Instead, it is something web-like or even, less determinately, something in the air: an ambiance or a far-away sound.” Desire to reach out, to hear, to finally be here with everyone around you; the agency, the paraempathy, to get there.

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