Have you played this game?You can rate this game, record that you've played it, or put it on your wish list after you log in. |
You are a soldier, fleeing a war that you once believed was just. Will you escape? Will you find redemption?
Content warning: While there is not graphic depictions of violence, this is a story about war and some of the content could be emotionally triggering for some readers. The is a work of fiction and any similarities to real persons or events are purely coincidental.
52nd Place - 30th Annual Interactive Fiction Competition (2024)
| Average Rating: based on 11 ratings Number of Reviews Written by IFDB Members: 2 |
I was quite surprised by the length of this game. I finished it in 15 minutes, but it's labelled as over 2 hours. I suspect it's due to replay; it would probably take longer to find all paths.
This is a game about a deserter from an army, but it's in a world where soldiers pilot mechs. There's some hints that the mechs are used in peace-time as well.
I made choices like choosing between fast and dangerous paths or long and safe ones, like investigating a cave, like whether to help strangers.
There were some minor typos, but asides from that the description is very physical, emphasizing terrain and rocks and soil and water, which gives the game some nice grounding. You can tell the main character cares a lot about his family.
Overall, an interesting setup and game. I'd play another game by this author.
One of the things I love about IF is its plasticity: there are great games in nearly every genre you can think of, from literary character studies to pulp adventure or romantic melodrama. But there are a couple of categories where the IFDB tags are conspicuously bare, and “action” must be chief among them. Partially this is because the things text is good at – detail, interiority, allusion – aren’t especially needed for an action story, while the things text tends to be weaker at – showing exactly how characters are moving through space and time, depicting simultaneous action, communicating urgency – are. Partially I suspect it’s because action-movie buffs are underrepresented amongst the ranks of IF authors (we’re kind of a bunch of nerds). But whatever the reason, divisive experiments like the real-time Border Zone are a case of the exception proving the rule: IF and action just don’t mix well.
Faced with this unmistakable historical trend, The Deserter just shrugs and gets on with things. This tale of a mech pilot deciding he’s had enough of being a cog in the war machine doesn’t just lean into action-adventure tropes – it also seems aggressively unconcerned with playing outside that sandbox. For example, while we’re clearly meant to view the army the pilot, Joad, is fleeing as the baddies, the game eschews specificity in favor of the broadest imaginable strokes, as in this bit where an old man explains why he’s in hiding:
“To stay in the city means prison, at best. Our thoughts, beliefs, appearances are a threat to those in power.” He looks at you. “I think you know what I’m talking about, don’t you?”
I mean I do, but laying it out this way doesn’t make me feel any sort of way about it.
Similarly, while Joad has something he’s running to, not just from, in the shape of a wife and daughter, the game plays its cards here so close to the chest that you’re not given a single flashback or memory to make them anything other than names. Heck, an early sequence even lets you catch sight of their trail without letting on who they are or why you’re following them.
In place of fripperies like characterization and context, The Deserter doubles down on action set pieces. And you know what, it’s not actually bad? The scenarios are relatively standard – scaling high cliffs or crossing raging rivers, exploring a cave, and of course nervy mech-to-mech combat – but they’re quite varied over the game’s twenty minute or so runtime (the two hour play time listed in the blurb maybe applies to exhausting its content through repeated plays, but a single run-through is much shorter, and satisfying enough in its own right). The writing has some technical errors, but manages some effective mood-setting in between the exciting bits:
"You plough along through the desolate canyon, listening to your mechs engine and the booming echo of it’s [sic] heavy steps. The sun occasionally peeks through gaps in the rock and cuts sinister shapes around you."
Gameplay-wise, you’re given just enough choices to feel a sense of urgency and agency, as you’re rarely given enough time or information to calculate the best decision, and the outcomes made me feel like I was skating through by the skin of my teeth. I suspect the author’s got their thumbs on the scales here, since upon replaying I found even making intentionally sub-optimal choices was still enough to get me through to the end, albeit with more stress along the way, but there’s nothing wrong with that, and while certain key events appear to fire no matter what you do, there are still a number of encounters that are missable depending on your actions (making the aforementioned “bad” choices led to an angsty fight against a former comrade lying in wait for you atop a bridge, which was an adrenaline-pumping highlight).
The Deserter’s a narrowly-focused piece, eschewing a lot of what I tend to most enjoy in IF, but I’d rate it successful nonetheless. High-octane set-pieces and war movie cliches might wear out their welcome in a longer game – and there’s definitely room for some polish, between the aforementioned writing issues and a few small technical faults, like the way a late-game passage talked about me piloting my mech immediately after telling me I had to eject after it foundered in a river – but at this scale, and with this focus, it all works.