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Potato Peace

by ronynn

(based on 4 ratings)
Estimated play time: 17 minutes (based on 1 vote)
Members voted for the following times for this game:
4 reviews5 members have played this game.

About the Story

Set in a world where humans and sentient potatoes coexist, you try (but fail) to uncover a plot that threatens to disrupt the fragile harmony of this society, while trying to keep your father proud.

Awards

Entrant, Main Festival - Spring Thing 2024

Ratings and Reviews

5 star:
(0)
4 star:
(0)
3 star:
(1)
2 star:
(3)
1 star:
(0)
Average Rating: based on 4 ratings
Number of Reviews Written by IFDB Members: 4
4 of 4 people found the following review helpful:
Spud-ering out, May 13, 2024
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2024

It took me many years to figure out exactly how I felt about horror as a genre. I really enjoy some parts of it – ancient curses, hidden secrets, vampires and werewolves and ghosts all spooky in themselves but also metaphorically representing aspects of the human condition! – whereas there are other parts I find pretty unpleasant – gore, traumatic violence, bad things happening to nice people. After running through a bunch of different theories (maybe I just like certain subgenres? Maybe I’m getting squeamish in my old age?) I think I’ve landed on the explanation: I like the trappings of horror, but not the substance. My ideal horror movie is something like the Francis Ford Coppola Dracula: sure, there’s blood and madness and everyone on a ship gets torn apart, but that’s mostly superficial, the movie’s basically a – well, I was going to say “romcom”, except that would imply that its tortured romance and slapstick comedy were harmoniously integrated, which is not at all the case. But the point being that rather than dealing with the core themes of horror – man’s inhumanity to man, the terrifying threat of dangers that can strike without warning, etc. – it’s concerns mostly lie elsewhere, with the horror tropes sprinkled on top for flavor. And that’s okay by me!

I suspect something similar is going on with Potato Peace, a politics-themed visual novel with no actual politics in it. This isn’t because it’s set in a fantasy world – admittedly, the setup where people and slightly-svelter Mr. and Mrs. Potato-Heads coexist in an advanced society is pretty out there, but of course there are lots of opportunities to dig into real-world dynamics with that kind of frame. Nor is it because the game’s pitched as a comedy; plenty of political satire out there, after all, not all of it dark. It’s because as hard as I tried to figure out what was at stake in the narrative, I felt stymied: while the investigator protagonist has an opportunity to bring down a possibly-corrupt mayor and make a rousing speech straight out of the West Wing, the context for the action and the motivations of the various characters go largely unexplained.

The main way this plays out is in the relationship between the two populations (man and potato-man). There’s a thread of the investigation that brings you into contact with an activist type who implies that potatoes don’t have the same rights as humans, but this isn’t really specified, and the most powerful character in the game – that mayor – is himself a potato. It could be that there’s stratification within the potato-American community; well-dressed jacket potatoes taking advantage of the grievances of ordinary spuds, say. But without more detail the worldbuilding – and thus my engagement – felt thin.

Exciting gameplay or clever wordplay can help make up for a lackluster theme, of course, but here I found those aspects were similarly of middling effectiveness. The game is mostly linear until the final sequence (helpfully, it flags this to players, which makes replays easier); there are a few choices along the way, but they generally reduce to “advance the plot” / “advance the plot zanily”. The finale, meanwhile, has razor-thin margins between crushing defeat and overwhelming success; in my first playthrough, I went on with my climactic oration a bit too long, and the crowd turned on me for piling the rhetoric on too thick, but when I replayed and made the opposite choice, everything turned up roses. Meanwhile, on the writing front, the jokes often felt strained – there are some okay ones about things piling up “like a mountain of fries”, but I was hoping for something more like “in the land of the potatoes, the one-eyed man is king”, y’know? And these two strands occasionally combine when the prose makes the available choices unclear, as in this bit:

"Will you stand idly by and watch as chaos reigns, or will you rise up and fight for the peace and harmony that once united humans and potatoes alike?

-Attempt to intervene and debate the mayor.

-Rally the town against the mayor’s tyranny."

Er, both of those seem like rising up and fighting for peace?

Possibly I’m giving Potato Peace too hard of a time; I work in a politics-adjacent field so I’m probably more disappointed by the lack of substance than the average player (I’m also probably way more disappointed by the lack of a Dan Quayle joke than the average player). In its favor, it doesn’t outstay its welcome, and the author does describe it as a testbed for a visual novel engine. Judged as a jokey technical proof-of-concept it probably does better; whatever hacks were used to make Ink look like RenPy were pretty well done, to my eye.* Still, regardless of the attention paid to coding, I wish a bit more effort had gone into sharpening the language and clarifying the conflicts the story presents – I didn’t need to see details of impeachment procedure or a run-down of the state of civil rights law in Potatotown USA, but knowing what wide impacts my actions had would have felt the story feel more political, even if it is just a paprika-sprinkle on top of a mound of starch.

*Actually, speaking of visuals, while there’s no mention of their source they sure seemed “AI”-generated to me – there were characters with inconsistent numbers of fingers on each hand, background writing was oddly-aligned and out of focus, there’s a non-Euclidean pie lattice… I know there are a variety of opinions about AI art, but speaking personally, it bums me out and I especially really hate having to second-guess what I’m seeing to try to figure out whether or not a person drew it. Again, I know there are different opinions on this, but I think it would benefit everybody if there were a really strong norm of disclosing the use of such tools so players can know what they’re seeing.

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2 of 2 people found the following review helpful:
The potatoes have gone wild!, June 24, 2024
Related reviews: 15-30 minutes

This is a potato-based game.

In it, you play as a detective who is ostracized for failing to discover the person who stole the Potato Peace statue years ago. But soon the thief contacts you, telling you to get credit for it. But what are his motives?

This is a mostly linear twine game with, I believe, AI potato art which can be very (intentionally) amusing, especially the smug potato mayor.

The story seems very inconsistent--even your own character, who seems to be a human woman in pictures, but is called a guy at one point and has a potato father in another picture. The plot is random and whacky and motivations seem to change all over the place.

There are a few options in the middle of the game but most come at the end.

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1 of 1 people found the following review helpful:
In a world, where mankind and potatoe..., May 15, 2024*
Related reviews: springthing

Potato Peace is a fairly linear game made in Ink, set in a fantasy world where mankind and potatoes live in peace and harmony (sort of). Until one day, the <S>fire nation</S>... urm... the Pie of Peace, symbol of potatoe-human relationships, is stolen. At the time, you were an investigator, child of a famed diplomat, tasked to find the statue. And it was with shame that you were forced to retire, when you could not deliver the goods, never learning of the mastermind behind this awful act.

That is... until the culprit shows up at your door to confess, asking you to participate in a bit of a charade to bring things back to where they were.

You are more pushed through the motions of things rather than exploring the mystery/plot or affecting your situation (save for the final beat of the game), which is a bit of a shame, considering the zany setting of the game. There are a lot of good bits about the worldbuilding already that would have been so interesting to get into (why are the population clashing? have humans stopped consuming potatoe? when did all of this happen?).

As for the Interface, it was a bit jumpy at times, and often, I found the AI-generated illustrations/mashups distracting (I was also really confused about the appearance of the woman on the screen, until I realised it was supposed to be me [the player] - I thought we were a man?). I would rather have had more text and exploration in the story than the pictures taking 2/3rd of the page.

The writing was pretty fun, and the puns made me giggle. It was a pretty nice distraction from the rest.

* This review was last edited on November 26, 2024
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1 of 1 people found the following review helpful:
Mayor McSpud, May 13, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/2/24
Playtime: 20min, two endings, 4 cycles

I can’t remember the last time I laughed, out loud, where I could be heard by others, on the opening screen of an IF. Yes, I’ve done it midgame at particularly good gags. Heck I’ve repeated the word ‘INVESTIGRAB’ aloud an unjustifiable amount of times during one game. But at the jump? Unprecedented. The artwork in this game is exceptionally expressive and delightful. If I thought I could get it past my wife, I would search out a framed copy for our house.

Talk about right-footing, I immediately wanted nothing but good things for this game. Charged with bringing peace to humans and their sentient potato neighbors? No further details needed, I’m on board! It gives me no joy to report I did not repeat that initial high during subsequent gameplay.

It is a limited choice game, often with screens of no choice, or ultimately inconsequential ones until the final scene. This is fine, some of the choices bring chuckles which is legit. Often though, the focus seemed to drift. There are tons of potato puns and witticisms, though nearly all of them revolve around cooking potatoes. That’s weird, right? It’s like if all our aphorisms revolved around cannibalism. At one point you are invited to eat potato chips. World of sentient potatoes. Feels unsettling seeing it written, doesn’t it? I’m not saying that can’t be used to good effect. Heck, maybe the potatoes in this world just LIIIVE to provide culinary joy, like maybe its their whole thing! What’s weird is not NOTING that its kinda weird, narratively. I don’t want to pile on this too hard, it’s not like I’m looking for sociologically sound world building with sentient potatoes. Its more like opportunity lost to milk some more fun from the bonkers premise.

Missed opportunity rings out throughout. There is a mystery to solve, except the prologue reveals its solution completely. Nevertheless, you still flashback to the entire (failed) investigation as midgame, only to arrive exactly where you left off during prologue. Missed opportunity to flesh out the humor or better set up the endgame.

I will say, the closure was stronger, in that it presented actual meaningful choices including a nice observation of hum…er potato nature. It also seemed to lose the farce of its setup and might as well have been commentary on US electoral politics. Well, except that that delightful artwork continues to tickle the funny bone throughout.

Those narrative/prose quibbles are real, but kind of incidental. Honestly, the potato-based UI and artwork alone would have buoyed me past all that if not for larger issues. It needed a little more …baking… to be done. (Eh? like a potato?) I hit lots of issues that kind of compounded on each other. Despite my giving it a fullscreen window to play in, the UI pushed control buttons off the bottom of the screen, often. Sometimes even selectable text choices. The mouse was somehow super finicky, many times it registered a double click, skipping me past dialogue screens. No other window on my desktop suffers this, it had to be the game. Lack of Undo/Back means I had to full restart to recover those. The protagonist, according to illustration, is clearly a woman, yet one character refers to her as a guy. Maybe my presumption, I suppose, but never clarified. I cycled four times, got an unnumbered ending twice, and the same ending another two times, once numbered 2, the other time #3. This is ignoring some jarring emotional escalations during dialogue. Combined, it lent an ‘unfinished’ air to the work.

Even at that, my overwhelming impression is still a lingering goodwill and appreciation. Look, it could be sharper, it could be more polished, sure. But I’ll always have the gift of that opening screen.

Mystery, Inc: Scooby all day long
Vibe: Political Farce. So, y’know, Political.
Polish: Rough
Gimme the Wheel! : For sure the technical issues would be first priority, were it my project. Clean up text, UI, window management. Get that out of the player’s way and jump on the back of that tremendous artwork.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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