Go to the game's main page

Review

IF, IF, eternal IF, October 29, 2025
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2025

One of the weirder experiences of my reading life was a couple years ago, when I wound up spending most of the night at the ER with my wife – she wound up being fine, but it was stressful and there was a lot of that hurry-up-and-wait that always happens in hospitals, so I wound up reading all the way through the short book I’d thrown into the go-bag since it was next on my to-read pile: The Pilgrim’s Progress. Now, this is already a bit of an odd duck of a book; it’s an allegory from the late 17th century depicting a soul’s progress towards salvation, taking much of its surface incident from the stuff of chivalric romance but its structure, and deeper meaning, from the radical strains of Protestant theology that briefly flourished during the chaos of the English Civil War before being inevitably quashed as order was restored. I’m reasonably well versed in the milieu for a layperson, but it definitely still feels like an alien text to me – and that’s before accounting for the fact that I read it in one sitting, in the middle of the night, trying to distract myself from anxiety.

It’s not just a critique and not just a compliment that playing WATT reminded me of that experience: just as the eponymous Pilgrim is called to abandon his family to seek salvation, the eponymous WATT hears a voice ordering him to leave his home in order to save it; just as Pilgrim undergoes allegorical trials as he struggles with despair, fear, and other sins, WATT visits seven houses that each host a challenge focusing on aging, anxiety, or the difficulty of making a human connection; just as the locations in the Progress have excessively-literal names, like the Valley of the Shadow of Death or Doubting Castle, WATT’s journey sets from a town that’s just “Penance” spelled backwards; just as I sometimes found the early-modern text alternately uncommonly lyrical rough going, some of the prose in WATT is really good and some verges on doggerel; and just as I felt flipping to the end of the book in the ER, I finished WATT rather unmoored and unsure of what had just went down.

There are two ways you can assess an allegorical journey like this, I think – the first is how well the overall arc functions, and the second is weighing up the individual steps in the path. The former is where WATT is unfortunately least successful. Not to extend the Pilgrim’s Progress comparisons past the point of reason, but while the opening there is similarly abrupt and disorienting, it’s drawing on centuries of Christian teaching; we know what salvation is, we know roughly what is needed to attain it, and we know that, at least within that worldview, it’s the most important thing there is. The Pilgrim, who’s actually called Christian, is an intentional everyman figure, from his generic name to his lack of backstory beyond a consciousness of sin. In WATT, we’re not given much to understand who this voice is or how credible it is, and what if any metaphysical significance the task it gives to the protagonist – finding seven keys to unlock and activate a lighthouse – is meant to have, which makes the game’s feints towards religious issues unsatisfying: there’s just not much substance here to engage with. And while WATT initially seems to be a blank slate, down to an opening “character creation” section that aborts, telling you that you don’t have the power to make such choices, he eventually develops a very specific history that might have impacted how I understood the first half of the game. And the ending exacerbates this lack of coherence, both by introducing an unnecessary twist that further undermined my investment in the overall arc, and concluding the story in a way that I didn’t think tied off the various threads of the plot.

The other side of that criticism, though, is that there were threads of that plot that I was invested in, because some of those individual steps are quite good. Oh, there are some clunkers, especially in the first half – there’s a contextless school quiz, a dialogue with a naïve woman that moves too quickly to establish a forced emotional connection, a workplace simulator that doesn’t have much to say about capitalism – but they’re all over relatively quickly and, except for that second one, work fine for what they are. But the latter set of vignettes boast less standard setups: there’s more about WATT’s regret at having never met his mother, a miserabilist flash-forward to a failing marriage, and a long slog of a climb that uses timed text to defensible purposes. But the real standout is a section where you’re playing the role of the emperor in a classical Chinese opera, choosing how to govern your nation and your household but always aware of the audience’s expectations, and the way they push you into playing a specific role that holds emotions in reserve and never commits to anything (that the audience might only exist in your head is a nice grace-note). The writing here also gets more lyrical:

"She enters the front yard of your chambers, perfumed in jasmine and rogue. Her silk trails behind her like a serpent, the colour of dusk after rain – deep, warm and aching."

The momentum the game builds through the back half of its journey was strong enough that even the disappointing ending I mentioned above wasn’t enough to blunt my enjoyment – and after all, Pilgrim’s Progress isn’t memorable for where it ends up (one vision of heaven is much like another, and Christian’s redemption is pretty much guaranteed from the get-go) but for the vividness of the obstacles in the path, and how they relate to moments of moral struggle we’ve all experienced. So on that front, WATT is in good company.

You can log in to rate this review, mute this user, or add a comment.